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Supporting Pervasive Learning Environments: Adaptability and Context Awareness in Mobile Learning.

, , , , and . WMTE, page 251-253. IEEE Computer Society, (2005)

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Supporting Pervasive Learning Environments: Adaptability and Context Awareness in Mobile Learning., , , , and . WMTE, page 251-253. IEEE Computer Society, (2005)Are the open issues of social software-based personal learning environment practices being addressed?, , and . MindTrek, page 142-148. ACM, (2009)Towards Opportunistic Uses of Future Learning Environments: Flexible and Activating Learning in Higher Education., and . WMUTE, page 229-231. IEEE Computer Society, (2012)Accessibility and Mobile Learning., , , , , and . eTRAIN, volume 167 of IFIP International Federation for Information Processing, page 281-288. Springer, (2003)Creating a Design Framework For Educational Language Games: A Hybrid Media Scenario Study., , , , and . Int. J. Intell. Games Simul., 6 (1): 26-38 (2010)The Diversity of Attitudes towards Play at the Workplace - A Case of an Academic Community., , , , , , , and . DiGRA/FDG, Digital Games Research Association/Society for the Advancement of the Science of Digital Games, (2016)Perusopetuksen oppimisympäristöjen digitalisaation nykytilanne ja opettajien valmiudet hyödyntää digitaalisia oppimisympäristöjä, , , , , and . Valtioneuvoston selvitys- ja tutkimustoiminnan julkaisusarja, (2016)OASIS deck of cards: house of colleagues: a playful experiment on community building., , , , , , and . MindTrek, page 2-9. ACM, (2015)