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Use of Computer and Video Games in the Classroom., and . DiGRA Conference, (2003)Knowledge transformation through ICT in science education: a case study in teacher-driven curriculum development - Case-Study 1., , and . Br. J. Educ. Technol., 34 (2): 183-199 (2003)Report on the educational use of games: An exploration by TEEM of the contribution which games can make to the education process, , and . TEEM, (2002)Technology as small group face-to-face Collaborative Scaffolding., , , , , and . Comput. Educ., 52 (1): 147-153 (2009)Literature Review in Games and Learning, and . NESTA Futurelab, (2004)Conferences as learning communities: some early lessons in using 'back-channel' technologies at an academic conference - distributed intelligence or divided attention?, and . J. Comput. Assist. Learn., 21 (5): 317-329 (2005)Devices and desires: Competing visions of a good education in the digital age.. Br. J. Educ. Technol., 50 (3): 1125-1136 (2019)Pedagogical approaches for technology-integrated science teaching., , , , , , , , and . Comput. Educ., 48 (1): 137-152 (2007)Perspectives on the relationships between ICT and assessment.. J. Comput. Assist. Learn., 17 (3): 227-234 (2001)Assessment and multimedia authoring - a tool for externalising understanding., , and . J. Comput. Assist. Learn., 16 (3): 201-212 (2000)