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Adapting ICT Entrepreneurship and Innovation Education to a Changing World: A Case Study of Australian Universities.

, , and . SIGITE, page 1-7. ACM, (2023)

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Encouraging organized active game play in primary school children., , , , and . GEM, page 1-8. IEEE, (2014)Adapting ICT Entrepreneurship and Innovation Education to a Changing World: A Case Study of Australian Universities., , and . SIGITE, page 1-7. ACM, (2023)Evaluating sensor placement and modality for activity recognition in active games., , , and . ACSW, page 61:1-61:8. ACM, (2017)Permadeath: A review of literature., , and . IGIC, page 40-47. IEEE, (2013)Student Participation in Computing Studies to Understand Engagement and Grade Outcome., , and . J. Inf. Technol. Educ. Res., (2021)Current Status and Trends of Engineering Entrepreneurship Education in Australian Universities., , , , and . CoRR, (2023)Review Ecosystems to access Educational XR Experiences: a Scoping Review., , , , and . CoRR, (2024)Understanding the career interests of Information Technology (IT) students: a focus on choice of major and career aspirations., and . Educ. Inf. Technol., 27 (9): 12839-12853 (2022)On Repurposing Social Virtual Reality Platforms to Support Distributed Learning., , , , , , and . WI/IAT, page 981-986. IEEE, (2020)Integrating career development into an undergraduate IT curriculum at an Australian University., , and . Educ. Inf. Technol., 26 (5): 5971-5990 (2021)