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The Development of Transactive Memory Systems in Collaborative Educational Virtual Worlds.

, , , and . iLRN, volume 725 of Communications in Computer and Information Science, page 35-46. Springer, (2017)

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The use of cyber campuses to support online learning for students experiencing barriers accessing education., , and . EAI Endorsed Trans. Future Intellig. Educat. Env., 2 (6): e3 (2016)Virtual Museums as a New Type of Cyber-Physical-Social System., , and . AVR (2), volume 11614 of Lecture Notes in Computer Science, page 256-263. Springer, (2019)Lessons Learned Using a Virtual World to Support Collaborative Learning in the Classroom., and . J. Univers. Comput. Sci., 26 (8): 858-879 (2020)Investigating Students' Motivation and Cultural Heritage Learning in a Gamified Versus Non-gamified VR Environment., , , , and . IMET, page 41-44. Eurographics, (2023)Work-in-Progress - Converging Virtual Reality, Robots, and Social Networks to Support Immersive Learning., and . iLRN, page 308-311. IEEE, (2020)Initial Evaluation of an Intelligent Virtual Museum Prototype Powered by AI, XR and Robots., and . AVR, volume 12980 of Lecture Notes in Computer Science, page 290-305. Springer, (2021)The Development of Transactive Memory Systems in Collaborative Educational Virtual Worlds., , , and . iLRN, volume 725 of Communications in Computer and Information Science, page 35-46. Springer, (2017)The Development and Evolution of Transactive Memory System Over Time in MUVEs., and . CEEC, page 174-179. IEEE, (2018)Developing a VR Game Featuring Optical Illusion Challenges to Support Cultural Heritage - A Progress Report., and . GCH, page 173-176. Eurographics Association, (2023)The Relationship Between Students' Engagement and the Development of Transactive Memory Systems in MUVE: An Experience Report., and . ITiCSE, page 71-77. ACM, (2019)