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Technology Acceptance of Augmented Reality and Wearable Technologies.

, , , , and . iLRN, volume 725 of Communications in Computer and Information Science, page 129-141. Springer, (2017)

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Affordances for Capturing and Re-enacting Expert Performance with Wearables., , , , , , , , , and 4 other author(s). EC-TEL, volume 10474 of Lecture Notes in Computer Science, page 403-409. Springer, (2017)Design of a Game-Based Pre-hospital Resuscitation Training for First Responders., , , , , and . SouthCHI, volume 7946 of Lecture Notes in Computer Science, page 363-372. Springer, (2013)Case Studies in Developing Contextualising Information Systems., and . CONTEXT, volume 2116 of Lecture Notes in Computer Science, page 457-460. Springer, (2001)Sense the classroom: AI-supported synchronous online education for a resilient new normal., , , and . EC-TEL (Doctoral Consortium), volume 3076 of CEUR Workshop Proceedings, page 64-70. CEUR-WS.org, (2021)Game based learning for computer science education., , , and . CSERC, page 81-86. ACM, (2011)Context Modelling for Information Retrieval - Requirements and Approaches., and . ICWI, page 247-254. IADIS, (2002)Towards Design Patterns for Augmented Reality Serious Games., , and . mLearn, volume 560 of Communications in Computer and Information Science, page 273-282. Springer, (2015)Putting yourself in someone else's shoes: The impact of a location-based, collaborative role-playing game on behaviour., , , , and . Computers & Education, (2015)Implementing infrastructures for managing learning objects., , , and . BJET, 41 (6): 873-882 (2010)Open educational resources: Conversations in cyberspace - Edited by Susan D'Antoni & Catriona Savage., , , and . BJET, 41 (6): 968-970 (2010)