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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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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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Lu, C., Chang, M., Kinshuk, Huang, E., & Chen, C. - W. (2014). Context-Aware Mobile Role Playing Game for Learning. (pp. 131–146). The New Development of Technology Enhanced Learning. Springer Berlin Heidelberg.
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Chang, T. - W., Kurcz, J., El-Bishouty, M. M., Kinshuk, & Graf, S. (2014). Adaptive and Personalized Learning Based on Students' Cognitive Characteristics. (pp. 77–97). Ubiquitous Learning Environments and Technologies. Springer Berlin Heidelberg.
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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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