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Building apostrophe power: lessons learnt for serious games development., , , , , and . ACSW, page 70. ACM, (2016)Exploring Play-Learners' Analytics in a Serious Game for Literacy Improvement., , , , and . JCSG, volume 9894 of Lecture Notes in Computer Science, page 13-24. Springer, (2016)Embedding immersive virtual reality in classrooms: Ethical, organisational and educational lessons in bridging research and practice., , , , , , , , , and . Int. J. Child Comput. Interact., (2019)Virtual Reality for Deeper Learning: An Exemplar from High School Science.. VR, page 1633-1639. IEEE, (2019)Conceptualising Embodiment through Virtual Reality for Education.. iLRN, page 38-45. IEEE, (2020)Using Screen Capture Video to Understand Learning in Virtual Reality.. VR Workshops, page 418-421. IEEE, (2020)Summary: 2017 IEEE virtual reality second workshop on K-12 embodied learning through Virtual & Augmented Reality (KELVAR)., , , and . KELVAR@VR, page 1-2. IEEE Computer Society, (2017)Ethics and Privacy in Mixed Reality., , , , , and . VR Workshops, page 1. IEEE, (2020)Asking ethical questions in research using immersive virtual and augmented reality technologies with children and youth., , and . VR, page 12-18. IEEE Computer Society, (2017)Improving undergraduate soft skills using m-learning and serious games., , , , , and . TALE, page 230-235. IEEE, (2015)