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Lu, C., Chang, M., Kinshuk, Huang, E., & Chen, C. - W. (2014). The Effect of Story in Mobile Educational Game. (pp. 55–76). Ubiquitous Learning Environments and Technologies. Springer Berlin Heidelberg.
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Heh, J., Chang, M., & Chun, C. (2014). National Palace Museum Adventure – A mobile Educational Role Playing Game for Museum Learning. (pp. 201–233). Ubiquitous Learning Environments and Technologies. Springer Berlin Heidelberg.
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Chang, M., & Li, Y. (2014). Smart Learning Environments. (pp. 1–17). Springer.
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Dron, J., & Anderson, T. (2014). Agoraphobia and the modern learner. In A. Littlejohn, & C. Pegler (Eds.), Agoraphobia and the modern learner (Vol. Reusing Open Resources). Routledge.
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Reiners, T., Wood, L., & Dron, J. (2014). From chaos towards sense: A Learner-centric Narrative Virtual Learning Space. In J. Bishop (Ed.), From chaos towards sense: A Learner-centric Narrative Virtual Learning Space (Vol. Gamification for Human Factors Integration: Social, pp. 242–258). Hershey, US: Igi.
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