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Reiners, T., Wood, L., & Gregory, S. (2014). Experimental study on consumer-technology supported<br />

authentic immersion in virtual environments for education and vocational training. In J. M.-K. B.<br />

Hegarty, Rhetoric and Reality: Critical perspectives on educational technology. (pp. 171–181).<br />

Proceedings ascilite Dunedin 2014.<br />

Rieber, L. P. (2005). Multimedia learning in games, simulations, and microworlds. The Cambridge<br />

handbook of multimedia learning , 549-567.<br />

Slater, M. (2009). Place illusion and plausibility can lead to realistic behaviour in immersive virtual<br />

environments. The Royal Society Publishing , 364 (1535), 3549-3557.<br />

Steinert, M., & Leifer, L. Scrutinizing Gartner's hype cycle approach. In Technology Management for<br />

Global Economic Growth (PICMET) (pp. 1-13). 2010 Proceedings of PICMET'10. IEEE.<br />

Strauss, V. (2013). Why the ’learning pyramid’ is wrong. Retrieved from Washington Post:<br />

http://www.washingtonpost.com/blogs/answer-sheet/wp/2013/03/0<br />

Taraghi, B., Ebner, M., & Schön, S. (2013). Systeme im einsatz. wbt, lms, eportfolio-systeme, ple und<br />

andere. In L3t. lehrbuch für lernen und lehren mit technologien.<br />

Tomes, L. (2015). Exploratory and Social Learning in 3D Virtual Worlds. Graz University of<br />

Technology.<br />

Wasko, M., Teigland, R., Leidner, D., & Jarvenpaa, S. (2011). Stepping into the internet: new<br />

ventures in virtual worlds. MIS Quarterly , 35 (3), pp. 645-652.<br />

Wilding, K., Chang, V., & Gütl, C. (2015). Exploratory and Collaborative Learning Scenarios in Virtual<br />

World using Unity-based Technology. In T. Reiners, B.R. von Konsky, D. Gibson, V. Chang, L. Irving, &<br />

K. Clarke (Eds.), Globally connected, digitally enabled. Proceedings ascilite 2015 in Perth (pp. FP:308-<br />

FP:318).<br />

Note: All published papers are refereed, having undergone a double-blind peer-review process.<br />

The author(s) assign a Creative Commons by attribution licence enabling others<br />

to distribute, remix, tweak, and build upon their work, even commercially, as long<br />

as credit is given to the author(s) for the original creation.<br />

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FP:318

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