Wicked problems, righteous solutions
Wicked problems, righteous solutions
Video Kids: Making Sense of Nintendo
Video Kids: Making Sense of Nintendo
Cultivating Communities of Practice: A Guide to Managing Knowledge
Cultivating Communities of Practice: A Guide to Managing Knowledge
The effect of a male-oriented computer gaming culture on careers in the computer industry
ACM SIGCAS Computers and Society
KM QUEST: a collaborative internet-based simulation game
Simulation and Gaming - Special issue: Simulation & gaming
KM QUEST: a collaborative internet-based simulation game
Simulation and Gaming - Special issue: Simulation & gaming
Simulations and the Future of Learning: An Innovative (and Perhaps Revolutionary) Approach to e-Learning
Advanced Software Design: a Case in Problem-based Learning
CSEET '02 Proceedings of the 15th Conference on Software Engineering Education and Training
Learning in massively multiplayer online games
ICLS '04 Proceedings of the 6th international conference on Learning sciences
Digital Game-Based Learning
A quasi-experimental study of three online learning courses in computing
Computers & Education
Simple mobile phone-based games to adjust the player's behaviour and social norms
International Journal of Mobile Learning and Organisation
Developing a framework for best practice in sustainable virtual campuses
International Journal of Networking and Virtual Organisations
Using alternate reality games to support language learning
WBE '08 Proceedings of the Seventh IASTED International Conference on Web-based Education
A Simulation of Lean Manufacturing: The Lean Lemonade Tycoon 2
Simulation and Gaming
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The e-phenomenon has profoundly changed many aspects of society and, inevitably, has a commensurate impact on higher education. E-learning has now evolved from a marginal form of education to a commonly accepted alternative to traditional face-to-face education. The term can cover different delivery models ranging from courses that are delivered fully online to courses that provide some face-to-face interaction and some online provision. Within this continuum, interactive technologies can play a significant role in engaging the learner and providing a rich learning experience. This paper examines the e-phenomenon as it relates to e-learning and how different interactive technologies, such as visualisations and simulation games, can be used to enrich the learning experiences of students with different learning styles. The theory is related to the teaching of Information Systems (IS) in a postgraduate MSc Management of eBusiness course that uses a range of interactive technologies.