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Social learning in MMOG: an activity theoretical perspective.

, and . Interact. Technol. Smart Educ., 5 (2): 84-102 (2008)

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Enacting artifact-based activities for social technologies in language learning using a design-based research approach., , and . Comput. Hum. Behav., (2016)Understanding collaborative learning activities in an information ecology: A distributed cognition account., , and . Comput. Hum. Behav., (2014)Planning for Computer Games Research and Industry: A Structured Dialogue Design Approach., , and . The Computer Games Journal, 5 (3-4): 95-114 (2016)Measuring Students' Flow Experience in a Multimodal Learning Environment: A Case Study., , and . HCI (14), volume 8523 of Lecture Notes in Computer Science, page 346-357. Springer, (2014)User-centered Design of Online Learning Communities, and . IGI Publishing, illustrated edition edition, (2006)HCI issues in computer games., and . Interact. Comput., 19 (2): 135-139 (2007)A model of cognitive loads in massively multiplayer online role playing games., , and . Interact. Comput., 19 (2): 167-179 (2007)Mapping the landscape of computer-assisted language learning: an inventory of research., , , and . Interact. Technol. Smart Educ., 10 (4): 252-269 (2013)Specifying the dynamics of social technologies as social microworlds., and . Behav. Inf. Technol., 34 (4): 413-424 (2015)Web and aging: challenges and opportunities., , and . Univers. Access Inf. Soc., 4 (1): 1-2 (2005)