Sophie McKenzie
Title
Cited by
Cited by
Year
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
672005
‘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
402007
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
382015
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
342013
Permadeath: A review of literature
A Copcic, S McKenzie, M Hobbs
2013 IEEE International Games Innovation Conference (IGIC), 40-47, 2013
142013
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
122017
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
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
92018
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
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
82017
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
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
72017
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
72017
Exploring creativity support systems for the Ne" X" t generation
S Nichol
IADIS international journal on computer science and information systems 3 (2 …, 2008
72008
Virtually there: the potential, process and problems of using 360 video in the classroom
S McKenzie, J Rough, A Spence, N Patterson
Issues in Informing Science and Information Technology 16, 211-219, 2019
62019
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
Anytime and anywhere: a case study for blended learning
R Hains-Wesson, S McKenzie, S Bangay
Educause review, 1-11, 2015
22015
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Articles 1–20