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Learning and research in the web 2 era: opportunities for research.

, , , , , , , and . ICLS (3), page 237-244. International Society of the Learning Sciences, (2008)

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Online Identity as a Leverage Point for Learning in Massively Multiplayer Online Role Playing Games (MMORPGs)., and . ICALT, page 761-763. IEEE Computer Society, (2006)Ügly in a World Where You Can Choose to be Beautiful": Teaching and Learning Diversity via Virtual Worlds., and . ICLS, International Society of the Learning Sciences, (2006)Failure Stories and Surprising Findings: Learning from When VR Did Not Work., and . iLRN, volume 1904 of Communications in Computer and Information Science, page 22-36. Springer, (2023)Privacy as information access and illusory control: The case of the Facebook News Feed privacy outcry., , , and . Electron. Commer. Res. Appl., 9 (1): 50-60 (2010)E3XR: An Analytical Framework for Ethical, Educational and Eudaimonic XR Design., and . Frontiers Virtual Real., (2021)Gamification in Education: What, How, Why Bother?, and . Academic Exchange Quarterly, 15 (2): 2 (2011)Learning and research in the web 2 era: opportunities for research., , , , , , , and . ICLS (3), page 237-244. International Society of the Learning Sciences, (2008)Applications of augmented reality-based natural interactive learning in magnetic field instruction., , , , and . Interact. Learn. Environ., 25 (6): 778-791 (2017)Greenify: fostering sustainable communities via gamification., , , , , and . CHI Extended Abstracts, page 1497-1502. ACM, (2013)