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Increasing learners' self-efficacy beliefs and curiosity through a Frankenstein-themed transmedia storytelling experience.

, , , , , and . Br. J. Educ. Technol., 53 (6): 1626-1644 (2022)

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Exploring Collaborative Storytelling as a Method for Creating Educational Games., , , , and . L@S, page 355-358. ACM, (2015)Babel VR: Multimodal Virtual Reality Environment for Shelf Browsing and Book Discovery., and . HCI (37), volume 1088 of Communications in Computer and Information Science, page 30-38. Springer, (2019)Networks, Literature, Culture., , , and . DH, page 47-51. Stanford University Library, (2011)What can science fiction tell us about the future of artificial intelligence policy?, , and . AI Soc., 38 (1): 197-211 (February 2023)Biological HCI: Towards Integrative Interfaces Between People, Computer, and Biological Materials., , and . CHI Extended Abstracts, ACM, (2018)Nellodee 2.0: A Quantified Self Reading App for Tracking Reading Goals., , and . HCI (26), volume 10296 of Lecture Notes in Computer Science, page 488-496. Springer, (2017)