Sophie McKenzie
Sophie McKenzie
Verified email at deakin.edu.au
TitleCited byYear
Game geek's goss: linguistic creativity in young males within an online university forum (94/\/\3 933k’5 9055oneone)
K Blashki, S Nichol
Australian journal of emerging technologies and society 3 (2), 71-80, 2005
612005
‘The future is old’: immersive learning with generation Y engineering students
K Blashki, S Nichol, D Jia, S Prompramote
European Journal of Engineering Education 32 (4), 409-420, 2007
352007
Taking the LEAP with the Oculus HMD and CAD-Plucking at thin Air
N Beattie, B Horan, S McKenzie
Procedia Technology 20 (1), 149-154, 2015
322015
Active gaming as a mechanism to promote physical activity and fundamental movement skill in children
LM Barnett, S Bangay, S McKenzie, N Ridgers
Frontiers in public health 1, 74, 2013
312013
Design elements and feasibility of an organized multiplayer mobile active videogame for primary school-aged children
S McKenzie, S Bangay, LM Barnett, ND Ridgers, J Salmon
Games for health journal 3 (6), 379-387, 2014
102014
Permadeath: A review of literature
A Copcic, S McKenzie, M Hobbs
2013 IEEE International Games Innovation Conference (IGIC), 40-47, 2013
102013
The realm of the game geek: supporting creativity in an online community
S Nichol, K Blashki
IADIS 2006: Proceedings of the IADIS International conference Web Based …, 2006
92006
Using interactive technology for lectures in higher education information technology
A Spence, S McKenzie
2014 IEEE International Conference on Teaching, Assessment and Learning for …, 2014
82014
Informing the career development of IT students by understanding their career aspirations and skill development action plans
S McKenzie, J Coldwell-Neilson, S Palmer
Australian Journal of Career Development 26 (1), 14-23, 2017
72017
Career aspirations and skills expectations of undergraduate IT students: are they realistic?
S McKenzie, J Coldwell-Neilson, S Palmer
HERDSA 2017: Research and development in higher education: curriculum …, 2017
62017
Using digital devices in a first year classroom: A focus on the design and use of phonics software applications
M Nicholas, S McKenzie, MA Wells
Journal of education and learning 6 (1), 267-282, 2017
62017
Exploring creativity support systems for the Ne" X" t generation
S Nichol
IADIS international journal on computer science and information systems 3 (2 …, 2008
62008
Evaluating sensor placement and modality for activity recognition in active games
N Jablonsky, S McKenzie, S Bangay, T Wilkin
Proceedings of the Australasian Computer Science Week Multiconference, 1-8, 2017
52017
CHUB: a cartographic human body model
ES Carvalho, MY Santos, AF Marcos
International Association for Development of the Information Society (IADIS), 2007
52007
Going on Safari: The Design and Development of an Early Years Literacy iPad Application to Support Letter-Sound Learning.
S McKenzie, A Spence, M Nicholas
Electronic Journal of e-Learning 16 (1), 16-29, 2018
42018
Using rubrics in IT: Experiences of assessment and feedback at Deakin University
S McKenzie, G Wood-Bradley
2014 IEEE International Conference on Teaching, Assessment and Learning for …, 2014
42014
Enhancing Electronic Learning for Generation Y Games Geeks
S Nichol, K Blashki
Encyclopedia of E-Collaboration, 246-252, 2008
32008
Enhancing Creativity with Collaborative Learning and Purpose Built Environments
S Nichol, K Blashki
Advanced Technology for Learning: Special Issue on Collaborative Learning 4 (1), 2007
32007
Games Geeks in Context: Developing the Environment to Engage Creative Expression
S Nichol, K Blashki, P Goward
EdMedia+ Innovate Learning, 1298-1303, 2006
32006
Developing career aspirations of Information Technology students at Deakin University
S McKenzie, J Coldwell-Neilson, S Palmer
HERDSA 2015: Proceedings of the 38th International Conference of Research …, 2015
22015
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Articles 1–20