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Articles

Alternate reality games as learning environments for student induction

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Pages 243-252 | Received 15 Dec 2010, Accepted 24 Apr 2011, Published online: 09 Feb 2012

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Sandra Elsom, Marguerite Westacott, Colleen Stieler-Hunt, Sarah Glencross & Kerry Rutter. (2023) Finding resources, finding friends: using an alternate reality game for orientation and socialisation in a university enabling program. Interactive Learning Environments 31:5, pages 2635-2649.
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Sandra Elsom, Colleen Stieler-Hunt & Margaret Marshman. (2023) Supporting learning in higher education with a curriculum-embedded alternate reality game. Interactive Learning Environments 0:0, pages 1-12.
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Alison McKay, Tasha Cooper & Caroline Plaice. (2019) Supporting NHS Nursing Associates: Collaborative Reflections from a Hybrid Library Team. New Review of Academic Librarianship 25:2-4, pages 295-314.
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Articles from other publishers (10)

Tien-Yu Hsu & Hsin-Yi Liang. (2021) Museum engagement visits with a universal game-based blended museum learning service for different age groups. Library Hi Tech 40:5, pages 1226-1243.
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Daniel Clark. (2022) Playing the game: a realist approach to evaluating online student access, retention, progression and attainment initiatives. Research in Learning Technology 30.
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Nicola WhittonNicola Whitton. 2022. Play and Learning in Adulthood. Play and Learning in Adulthood 49 85 .
Nicola WhittonNicola Whitton. 2022. Play and Learning in Adulthood. Play and Learning in Adulthood 1 20 .
Hsin‐Yi Liang, Tien‐Yu Hsu & Gwo‐Jen Hwang. (2021) Promoting children's inquiry performances in alternate reality games: A mobile concept mapping‐based questioning approach. British Journal of Educational Technology 52:5, pages 2000-2019.
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Michał Jakubowski. 2019. Neo-Simulation and Gaming Toward Active Learning. Neo-Simulation and Gaming Toward Active Learning 303 312 .
Katerina Economides. 2017. Tomorrow's Learning: Involving Everyone. Learning with and about Technologies and Computing. Tomorrow's Learning: Involving Everyone. Learning with and about Technologies and Computing 64 69 .
Simone Hausknecht, Carman Neustaedter & David Kaufman. 2017. Game-Based Learning Across the Lifespan. Game-Based Learning Across the Lifespan 47 64 .
Jing Pan, Xing Su & Zheng Zhou. (2015) An Alternate Reality Game for Facility Resilience (ARGFR). Procedia Engineering 118, pages 296-303.
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David I. Waddington. (2013) A Parallel World for the World Bank: A Case Study of Urgent: Evoke, An Educational Alternate Reality Game. Revue internationale des technologies en p?dagogie universitaire 10:3, pages 42.
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