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Sophie McKenzie
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Year
Game geek's goss: linguistic creativity in young males within an online university forum (94//3 933k’5 9055oneone)
K Blashki, S Nichol
Deakin University, 2005
762005
Taking the LEAP with the Oculus HMD and CAD-Plucking at thin Air?
N Beattie, B Horan, S McKenzie
Procedia Technology 20, 149-154, 2015
532015
‘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
532007
Active gaming as a mechanism to promote physical activity and fundamental movement skill in children
LM Barnett, S Bangay, S McKenzie, ND Ridgers
Frontiers in public health 1, 74, 2013
462013
A team-teaching approach for blended learning: An experiment
S McKenzie, R Hains-Wesson, S Bangay, G Bowtell
Studies in Higher Education 47 (4), 860-874, 2022
362022
Permadeath: A review of literature
A Copcic, S McKenzie, M Hobbs
2013 IEEE International Games Innovation Conference (IGIC), 40-47, 2013
272013
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
262017
Virtually there: the potential, process and problems of using 360 video in the classroom
S McKenzie, J Rough, A Spence, N Patterson
Deakin University, 2019
252019
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
232018
Understanding the career development and employability of information technology students
S McKenzie, J Coldwell-Neilson, S Palmer
Journal of Applied Research in Higher Education 10 (4), 456-468, 2018
202018
Using digital devices in a first year classroom: A focus on the design and use of phonics software applications
M Nicholas, S McKenzie, M Wells
Deakin University, 2017
162017
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
132017
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
122014
Integrating career development into an undergraduate IT curriculum at an Australian University
S McKenzie, J Coldwell-Neilson, S Palmer
Education and information technologies 26 (5), 5971-5990, 2021
112021
Career aspirations and skills expectations of undergraduate IT students: are they realistic?
S Mckenzie, J Coldwell-Neilson, S Palmer
Deakin University, 2017
112017
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
112014
The realm of the game geek: supporting creativity in an online community
S Nichol, K Blashki
Deakin University, 2006
112006
Understanding the career interests of Information Technology (IT) students: a focus on choice of major and career aspirations
S McKenzie, D Bennett
Education and Information Technologies 27 (9), 12839-12853, 2022
82022
Anytime and Anywhere: A case study for blended learning
R Hams-Wesson, S McKenzie, S Bangay
EDUCAUSE, 2015
82015
Exploring creativity support systems for the NE'X'T generation
S Nichol
Deakin University, 2007
72007
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