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Enhancing Student Engagement in eLearning - A Theoretical Perspective.

. CSEDU (1), page 07. SciTePress, (2012)

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New Ways to Tell my Story - Evaluation of a Digital Storytelling Workshop for Older Adults., , and . CSEDU (2), page 231-239. SciTePress, (2016)Building Seniors' Social Connections and Reducing Loneliness Through a Digital Game., , , and . ICT4AgeingWell, page 276-284. SCITEPRESS, (2015)The Pupil Examination Project: A Hands-On Multimedia Package., and . Intelligent Tutoring Media, 5 (3-4): 115-120 (1994)Cognitive Evaluation of an Innovative Psychiatric Clinical Knowledge Enhancement System., , , , , , and . MedInfo, volume 107 of Studies in Health Technology and Informatics, page 1295-1299. IOS Press, (2004)Digital Gaming by Older Adults: Can It Enhance Social Connectedness?, and . HCI (28), volume 11593 of Lecture Notes in Computer Science, page 167-176. Springer, (2019)Factors Affecting the Gaming Experience of Older Adults in Community and Senior Centres., , , and . CSEDU (Selected Papers), volume 739 of Communications in Computer and Information Science, page 464-475. Springer, (2016)In search of common ground in handoff documentation in an Intensive Care Unit, , , , , , and . Journal of biomedical informatics, 45 (2): 307-3015 (November 2012)Videogames in Education - Comparing Students', Student Teachers' and Master Teachers Opinions and Experiences.. CSEDU, page 101-105. SciTePress, (2013)Key Factors in the Design of Effective Games: Results of a Survey of Industry Experts and Advanced Gamers., , and . DiGRA Conference, (2005)User-Centered Design: An Effective Approach for Creating Online Educational Games for Seniors., and . CSEDU (Selected Papers), volume 1220 of Communications in Computer and Information Science, page 262-284. Springer, (2019)