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Exploring positive deviance for enhancing learning outcomes in higher education and training.

, , and . ITHET, page 1-4. IEEE, (2016)

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Use of IT in Higher Education and Training - Social learning through outdoor quiz game app., , , , , and . ITHET, page 1-4. IEEE, (2021)Student input - A case of an extended flipped classroom., , , , , , and . ITHET, page 1-6. IEEE, (2017)Flipped gaming for enhanced learning outcome crisis preparedness courses., , , , , , , and . ITHET, page 1-4. IEEE, (2017)Flipped Gaming - testing three simulation games., , , , , , and . ITHET, page 1-6. IEEE, (2018)Using AR in Higher Education - suggested use in the Real Estate Agency Study Program., , and . ITHET, page 1-4. IEEE, (2019)Using Outdoor Quiz Game For Socializing Classes At Secondary Level - A Theoretical Approach., , , and . ITHET, page 1-5. IEEE, (2022)Meeting the demand of research based education in higher edcation and training - A case from real estate education., , , and . ITHET, page 1-4. IEEE, (2016)Using games for teaching crisis communication in higher education and training., , , , , , and . ITHET, page 1-6. IEEE, (2016)Exploring positive deviance for enhancing learning outcomes in higher education and training., , and . ITHET, page 1-4. IEEE, (2016)Design Thinking Methodology for Increasing Quality of Experience of Augmented Reality Educational Games., , , and . ITHET, page 1-9. IEEE, (2019)