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Beyond imprisonment of meaning: Technology facilitating redefining.

, , , and . Comput. Hum. Behav., 23 (6): 2998-3011 (2007)

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Patterns of interactive media use among contemporary youth., , and . J. Comput. Assist. Learn., 27 (2): 103-118 (2011)Storification in History education: A mobile game in and about medieval Amsterdam., , and . Comput. Educ., 52 (2): 449-459 (2009)The use of interactive media among today's youth: Results of a survey., , and . Comput. Hum. Behav., 26 (5): 1158-1165 (2010)Beyond imprisonment of meaning: Technology facilitating redefining., , , and . Comput. Hum. Behav., 23 (6): 2998-3011 (2007)The quest for usable knowledge: the delicate balance between research, design and change., , and . ICLS (3), page 420-421. International Society of the Learning Sciences, (2008)The use of interactive media among today's youth: Results of a survey, , and . Computers in Human Behavior, 26 (5): 1158--1165 (Sep 10, 2010)Mobile game-based learning in secondary education: engagement, motivation and learning in a mobile city game., , , and . J. Comput. Assist. Learn., 25 (4): 332-344 (2009)The concept of flow in collaborative game-based learning., , , and . Comput. Hum. Behav., 27 (3): 1185-1194 (2011)The complexity of educational design research, , and . Quality & Quantity, 47 (1): 421-439 (2013)