Challenges of Inclusive Design for E-learning IT Courses: fostered by the Covid-19 pandemic
Kriativ-tech Volume 1, Issue 7, April 2018, Pages: xxx Received: Dec. 28, 2019; Accepted: Feb. 25, 2020. Published: Jul. 30, 2020.
Authors
João Emílio Almeida , Assistant Professor at ISTEC-Porto
Media
To cite this article
João Emílio Almeida, Challenges of Inclusive Design for E-learning IT Courses: fostered by the Covid-19 pandemic DOI: 10.31112/kriativ-tech-2020-08-43
Abstract
The Covid-19 pandemic has posed new challenges for both students and teachers, having to move from face-to-face to online teaching in a short time. The threats brought new opportunities, allowing students away from schools due to limitations, to use on-line classes for developing their careers and academic skills. Designing an inclusive course for students with disabilities is a great challenge. This article presents some effective practices and techniques to increase inclusion and avoid accessibility issues that can arise in an online course, such as a MOOC for IT e-learning having in mind the difficulties of students with special needs.
Keywords
Inclusive Design, MOOC, Accessibility Guidelines, E-learning, students with disabilities.
References
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A Review on Tools for Teaching Database Systems Online
Kriativ-tech Volume 1, Issue 7, April 2018, Pages: xxx Received: Dec. 28, 2019; Accepted: Feb. 25, 2020. Published: Jul. 30, 2020.
Authors
João Carneiro , Assistant Professor at ISTEC
Media
To cite this article
João Carneiro, A Review on Tools for Teaching Database Systems Online DOI: 10.31112/kriativ-tech-2020-08-42
Abstract
Database Systems is a core discipline in undergraduate Computer Science and Engineering programs. The discipline includes learning a large range of different theoretical and practical topics such as data modeling, database design or SQL. Studies have identified that students find the topic complex and have difficulties in learning such topics in traditional face-to-face setting. This article presents state-of-the-art tools that are found in the literature and how they could be used to overcome some of the existing difficulties.
Keywords
Online Learning, Learning Database Systems, Database Tools
References
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How Solidarity Technologies Could Change and Improve e-Learning Courses and Get Inclusive and Responsive Answers for All?
Kriativ-tech Volume 1, Issue 7, April 2018, Pages: xxx Received: Dec. 28, 2019; Accepted: Feb. 25, 2020. Published: Jul. 30, 2020.
Authors
Dulce Mourato, Assistant Professor at ISTEC
Media
To cite this article
Dulce Mourato, How Solidarity Technologies Could Change and Improve e-Learning Courses and Get Inclusive and Responsive Answers for All?
DOI: 10.31112/kriativ-tech-2020-08-41
Abstract
The practical application of Solidarity Technologies concept adopted in my PHD thesis, with its roots in inclusion promotion, interfaces simplification and universal access, more specifically in issues related to Information and Communication Technologies (ICT) and their availability for all, is one of the goals of this paper. Discuss how Solidarity Technologies could be applied at empirical research in specific formal of eLearning and Blended Learning in a specific case of graduate or post graduate ICT and Multimedia courses as well as lifelong learning situations for physical impairments and disabilities students in virtual or real academic environments, could improve inclusive and responsive answer for all.
Keywords
Solidarity Technologies, Accessibility, Usability, Connectivity, Networks.
References
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[4]Faisal, Nadeem CM; Fernandez-Lanvin, Daniel; De Andres-Suarez, Javier; Gonzalez-Rodriguez, Martin; (2020) Design Quality in Building Behavioural Intention through Affective and Cognitive Involvement for E-learning on Smartphones. Internet Research. ISSN: 1066-2243. DOI: 10.1108/INTR-05-2019-0217. Bingley, United Kingdom.
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[6]Mourato, D. (2011). Solidarity Technologies: From Knowledge Investment to Personal Development. PhD Thesis. Lisbon University. Accessed in July 2020:http://hdl.handle.net/10451/4196.
[7]Sims, R. (2008). Rethinking (e)learning: A manifesto for connected generations. Distance Education, 29, 153 – 164.
[8]W3C (2018). Understanding WCAG 2.1. Accessed in July 2020: https://www.w3.org/WAI/WCAG21/Understanding/.
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Distance learning in higher education – a promising modality for inclusion and valuation of persons with disabilities
Kriativ-tech Volume 1, Issue 7, April 2018, Pages: xxx Received: Dec. 28, 2019; Accepted: Feb. 25, 2020. Published: Jul. 30, 2020.
Authors
João Gonçalves, Assistant Professor at ISTEC
Media
To cite this article
João Gonçalves, Distance learning in higher education – a promising modality for inclusion and valuation of persons with disabilities
DOI: 10.31112/kriativ-tech-2020-08-40
Abstract
This article is based on a research whose objective was to analyse the adequacy and framework of distance learning for persons with disabilities, especially those with reduced mobility, as a measure that facilitates access to rights, in particular to higher education and personal development and professional.
The research has shown that distance learning is an alternative that facilitates access and continuation of studies by persons with reduced mobility. It is also a measure that contributes to the achievement of the objectives recommended in national and international instruments applicable to persons with disabilities, ensuring thus, participation, appreciation, equal opportunities, and non-discrimination, on equal terms with other citizens, translating into a set of advantages for persons with disabilities and the public interest.
Keywords
Disability, distance learning, access to rights
References
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MOVING ONLINE: Using the potencial of media for teaching and learning. A new pedagogy of learning contexts.
Kriativ-tech Volume 1, Issue 7, April 2018, Pages: xxx Received: Dec. 28, 2019; Accepted: Feb. 25, 2020. Published: Jul. 30, 2020.
Authors
Luisa Orvalho, Professora Coordenadora do ISTEC
Media
To cite this article
Luisa Orvalho, MOVING ONLINE: Using the potencial of media for teaching and learning. A new pedagogy of learning contexts.
DOI: 10.31112/kriativ-tech-2020-06-37
Abstract
Plenty of “disruptive” technologies have been introduced in society over the last decades while teaching remained static, but coronavirus has led to a rush of online teaching. The purpose of this article is to present the results of an Research - Action – Collaborative (R-A-C), in the context of higher education, carried out by a team of research professors from Instituto Superior de Tecnologias Avançadas (ISTEC), where one of the mandatory requirements is to have a certified teaching staff with pedagogical training for distance learning.This investigation aimed to answer the challenge / problem launched by the founding entity of ISTEC, of submitting an application to Agência de Avaliação e Acreditação do Ensino Superior (A3ES), for two new degree courses, in fully online, in the context of covid-19 pandemic. The qualitative methodology used in this research, carried out during the months of June, July and August 2020, by a collaborative team of 19 research professors, with descriptive analysis supported by the state of the art. Regarding the results, there was an effort in the research to gather contributions and pedagogical practices that can cover the specific needs of students enrolled in distance courses.
Keywords
Higher Education, Distance Learning, Design of Learning Context, Project-Based Learning (PBL), Open Educational Resources(OER), Rubrics
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Technology education challenges for the 21st century: how to prepare students for realities that do not yet exist
Kriativ-tech Volume 1, Issue 7, April 2018, Pages: xxx Received: Dec. 28, 2019; Accepted: Feb. 25, 2020. Published: Jul. 30, 2020.
Authors
João Emílio Almeida, Assistant Professor at ISTEC
Media
To cite this article
João Emílio Almeida, Technology education challenges for the 21st century: how to prepare students for realities that do not yet exist
DOI: 10.31112/kriativ-tech-2020-06-39
Abstract
The ongoing technological revolution, with the automation of many of the tasks traditionally performed by humans, in particular with the advent of Artificial Intelligence, will eliminate some jobs; however, will create others, nonexistent currently. The challenge facing higher education professors is to know what tools they should provide for students to prepare them for the future. Students now attending higher education, particularly those in the technological sector, will be confronted with new professions that do not yet exist. The question is, how do you prepare today's students to meet future technological challenges? In this article, a brief introduction to the theme is presented, highlighting the challenges that are posed to those in charge of educational training and some of the possible solutions to overcome them, in order to equip students with the necessary resources to face future challenges which, currently, we do not know what they will be.
Keywords
education, higher education, skills and knowledge.
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Mathematical course Design for eLearning environment
Kriativ-tech Volume 1, Issue 7, April 2018, Pages: xxx Received: Dec. 28, 2019; Accepted: Feb. 25, 2020. Published: Jul. 30, 2020.
Authors
António Santos, Assistant Professor at ISTEC
Media
To cite this article
António Santos, Mathematical course Design for eLearning environment
DOI: 10.31112/kriativ-tech-2020-06-38
Abstract
Mathematics, although seen as the ‘Achilles' heel of many students, has always accompanied humanity, adapting to the evolution of the times, and as such in an era when information technologies are part of people's daily lives. On the other hand, and taking into account the need for convenience of students, as well as the possibility of reaching a larger number of students, many educational institutions are beginning to adopt eLearning as one of the training possibilities. Since eLearning allows students to have access to their training anywhere and at any time, thus adapting to their pace of study and the time available for that purpose. Teachers and designers of mathematics courses try to take advantage of this form of teaching so that students reach their intended goals and start to see mathematics in a different way.
The involvement of students with the course can be an asset and motivate teachers and designers of mathematics courses, to create models that involve students in the teaching-learning process, and thereby increase student satisfaction with the course, as well as their greatest acquisition of knowledge. To carry out this task, there are some methodologies to be taken into account, recommended by some researchers.
Keywords
eLearning, Mathematics, Course Design, Social Presence, Assessment.
References
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Video as a media in distance learning: guiding principles
Kriativ-tech Volume 1, Issue 7, April 2018, Pages: xxx Received: Dec. 28, 2019; Accepted: Feb. 25, 2020. Published: Jul. 30, 2020.
Authors
Paulo Duarte Branco, Assistant Professor at ISTEC
Media
To cite this article
Paulo Duarte Branco, Video as a media in distance learning: guiding principles DOI: 10.31112/kriativ-tech-2020-06-36
Abstract
Video has become one of the most influent and used medias nowadays, being employed in learning in various contexts and approaches. It is being used by content creators and educators in non-formal, informal and/or formal learning environments, as well as from face-to-face (traditional) courses, as a support tool for teacher in the classroom (e.g. flipped classroom), to blended and full online courses. This paper intents to present some concepts and findings related to the use of video as a media in distance learning, addressing its potentials and guidelines for using this media in learning contexts.
Keywords
Distance learning, guiding principles, MOOC, video.
References
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Acceptance of Online Education in Portugal and in the World: Before and During Covid-19
Acceptance of Online Education in Portugal and in the World: Before and During Covid-19
Kriativ-tech
Volume 1, Issue 7, April 2018, Pages: xxx
Received: Dec. 28, 2019;
Accepted: Feb. 25, 2020.
Published: Jul. 30, 2020.
Authors
Rui Miguel Pascoal, Adjunct Professor at ISTEC
Media
To cite this article
Rui Miguel Pascoal, Acceptance of Online Education in Portugal and in the World: Before and During Covid-19
DOI: 10.31112/kriativ-tech-2020-06-35
Abstract
The model of education in Portugal and around the world is changing. Online education is not accepted by all, and it loses quality whether or not it is in a pandemic scenario. Therefore, this work of analysis and discussion aims to find out which the measures are most appropriate to be adopted to protect public health and at the same time maintain the quality of teaching and acceptance by all. The solution is based on a mixed teaching model, that is, some face-to-face classes and other in distance and e-learning classes, because online education has worse learning results than face-to-face education, according to experts in the field.
Keywords
Online Education, Education Acceptance, Education and covid-19, Distance Learning, Face-to-Face Learning, E-Learning.
References
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Kriativ-tech
Volume 1, Issue 7, April 2018, Pages: xxx
Received: Dec. 28, 2019;
Accepted: Feb. 25, 2020.
Published: Jul. 30, 2020.
Authors
Sandra Pereira Gama, Assistant Professor at ISTEC-Porto
Media
To cite this article
Sandra Pereira Gama, Gamification Mechanisms for Online Learning
DOI: 10.31112/kriativ-tech-2020-06-32
Abstract
Gamification is the adoption of game elements in non-gaming contexts. While it has proven its success in educational settings, online learning presents a set of characteristics one must consider. This article discusses the particularities of online learning and the underlying restrictions of Student-Student Interaction. It presents a set of activities derived from state-of-the-art literature on online learning and gamification.
Keywords
Gamification, Online Learning, Student Engagement, Student-Student Interaction
References
[1]Anderson, T. (2003). Modes of interaction in distance education: Recent developments and research questions. In D. M. Moore (Ed.), Handbook of Distance Education, pp. 129-144. Mahwah, NJ: Erlbaum.
[2]Aguilera, M. and Mendiz, A. (2003). Video games and education: (education in the face of a "parallel school"). In Computers in Entertainment, vol. 1, no. 1, pp. 1:1–1:10. ACM.
[3]R Barata, G., Gama, S., Jorge, J. and Gonçalves, D. (2013). Engaging Engineering Students with Gamification - An empiral study. In Proc. 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES), pp. 1-8, Poole.
[4]Barata, G., Gama, S., Jorge, J. and Gonçalves, D. (2015). Gamification for smarter learning: tales from the trenches. Smart Learning. Environments. 2, 10. Springer.
[5]Barata, G., Gama, S., Jorge, J. and Gonçalves, D. (2016). Early Prediction of Student Profiles Based on Performance and Gaming Preferences. In IEEE Transactions on Learning Technologies, vol. 9, no. 3, pp. 272-284. IEEE.
[6]Barata, G., Gama, S., Jorge, J. and Gonçalves, D. (2017). Studying student differentiation in gamified education: A long-term study. In Computers in Human Behavior, vol. 71, pp. 550-585. Elsevier.
[7]Bennett, S., Maton, K. and Kervin, L. (2008). The ‘digital natives’ debate: A critical review of the evidence,” In British Journal of Educational Technology, vol. 39, no. 5, pp. 775–786. BERA.
[8]Buckley, P. and Doyle, E. (2016). Gamification and Student Motivation. In Interactive Learning Environments Journal, vol. 24, no 6, pp. 1162-1175. Routledge.
[9]Chen, J. (2007). Flow in games (and everything else), Communications of the ACM 50 31–34.
[10]Coller, B. and Shernoff, D. (2009). Video game-based education in mechanical engineering: A look at student engagement. In International Journal of Engineering Education, vol. 25, no. 2, pp. 308–317, Tempus Publications.
[11]Crumlish, C. and Malone, E. (2009) Designing social interfaces. O’Reilly.
[12]Csikszentmihalyi, M. (1991). Flow: The psychology of optimal experience, Harper Perennial.
[13]Deci, E. and Ryan, R. (2004). Handbook of self-determination research. University of Rochester Press.
[14]Deterding, S., Dixon, D., Khaled, R. Khaled and Nacke, L. (2011). From game design elements to gamefulness: defining “gamification. In Proceedings of the 15th International Academic MindTrek Conference Envisioning Future Media Environments, vol. Tampere, F. pp. 9–15. ACM.
[15]Deterding, S., Sicart, M., Nacke, L., O’Hara, K. and Dixon, D. (2011). Gamification. using game-design elements in non-gaming context. In Proceedings of the 2011 annual conference extended abstracts on Human factors in computing systems, ser. CHI EA ’11. pp. 2425–2428. New York, NY, USA: ACM.
[16]Deterding, S. (2012). Gamification: designing for motivation. In Interactions, vol. 19, no. 4, pp. 14–17, Jul. 2012. ACM.
[17]Joosten, T, Cusatis, R. and Harness, L. (2019). Across Institutional Study of Instructional Characteristics and Student Outcomes: Are Quality Indicators of Online Courses Able to Predict Student Success? In Online Learning Journal, vol. 23, no. 4, pp. 354-378. OLC.
[18]Kebritchi, M., Hirumi, A. and Bai, H (2008). The effects of modern math computer games on learners’ math achievement and math course motivation in a public high school setting. In British Journal of Educational Technology, vol. 38, no. 2, pp. 49–259. BERA.
[19]Kohn, A. (1987). Studies find reward often no motivator. Boston Globe, vol. 19, pp. 52–59.
[20]Lee, J. Lee, Luchini, K. Michael, B. Norris, C. and Soloway, E. (2004). More than just fun and games: assessing the value of educational video games in the classroom. In CHI ’04 Extended Abstracts on Human Factors in Computing Systems, ser. CHI EA ’04. pp. 1375–1378. New York, NY, USA: ACM.
[21]Li, W. Grossman, T. and Fitzmaurice, G. (2012). Gamicad: a gamified tutorial system for first time autocad users. In Proceedings of the 25th annual ACM symposium on User interface software and technology, ser. UIST ’12. New York, NY, USA. pp. 103–112. ACM.
[22]Mcclean, P., Saini-eidukat , B., Schwert, D. Slator, B. and White, A. (2001) Virtual worlds in large enrollment science classes significantly improve authentic learning”. In Proceedings of the 12th International Conference on College Teaching and Learning, pp. 111–118. Center for the Advancement of Teaching and Learning.
[23]Moreno, J. (2012). Digital competition game to improve programming skills. In Educational Technology & Society, vol. 15, no. 3, pp. 288–297. International Forum of Educational Technology and Society.
[24]Natvig, L., Line, S. and Djupdal, A. (2004). Age of computers; an innovative combination of history and computer game elements for teaching computer fundamentals. In proceedings of the 34th Annual Frontiers in Education conference, ser. FIE 2004, vol. 3, 2004, pp. S2F – 1–6. IEEE.
[25]Reeves, B. and Read, J. (2009). Total Engagement: How Games and Virtual Worlds Are Changing the Way People Work and Businesses Compete. Harvard Business Press.
[26]Rigby, S. and Ryan, R. (2011). Glued to games: How video games draw us in and hold us spellbound. Praeger.
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Gamification Mechanisms for Online Learning
Kriativ-tech
Volume 1, Issue 7, April 2018, Pages: xxx
Received: Dec. 28, 2019;
Accepted: Feb. 25, 2020.
Published: Jul. 30, 2020.
Authors
Sandra Pereira Gama, Assistant Professor at ISTEC-Porto
Media
To cite this article
Sandra Pereira Gama, Gamification Mechanisms for Online Learning
DOI: 10.31112/kriativ-tech-2020-06-32
Abstract
Gamification is the adoption of game elements in non-gaming contexts. While it has proven its success in educational settings, online learning presents a set of characteristics one must consider. This article discusses the particularities of online learning and the underlying restrictions of Student-Student Interaction. It presents a set of activities derived from state-of-the-art literature on online learning and gamification.
Keywords
Gamification, Online Learning, Student Engagement, Student-Student Interaction
References
[1]Anderson, T. (2003). Modes of interaction in distance education: Recent developments and research questions. In D. M. Moore (Ed.), Handbook of Distance Education, pp. 129-144. Mahwah, NJ: Erlbaum.
[2]Aguilera, M. and Mendiz, A. (2003). Video games and education: (education in the face of a "parallel school"). In Computers in Entertainment, vol. 1, no. 1, pp. 1:1–1:10. ACM.
[3]R Barata, G., Gama, S., Jorge, J. and Gonçalves, D. (2013). Engaging Engineering Students with Gamification - An empiral study. In Proc. 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES), pp. 1-8, Poole.
[4]Barata, G., Gama, S., Jorge, J. and Gonçalves, D. (2015). Gamification for smarter learning: tales from the trenches. Smart Learning. Environments. 2, 10. Springer.
[5]Barata, G., Gama, S., Jorge, J. and Gonçalves, D. (2016). Early Prediction of Student Profiles Based on Performance and Gaming Preferences. In IEEE Transactions on Learning Technologies, vol. 9, no. 3, pp. 272-284. IEEE.
[6]Barata, G., Gama, S., Jorge, J. and Gonçalves, D. (2017). Studying student differentiation in gamified education: A long-term study. In Computers in Human Behavior, vol. 71, pp. 550-585. Elsevier.
[7]Bennett, S., Maton, K. and Kervin, L. (2008). The ‘digital natives’ debate: A critical review of the evidence,” In British Journal of Educational Technology, vol. 39, no. 5, pp. 775–786. BERA.
[8]Buckley, P. and Doyle, E. (2016). Gamification and Student Motivation. In Interactive Learning Environments Journal, vol. 24, no 6, pp. 1162-1175. Routledge.
[9]Chen, J. (2007). Flow in games (and everything else), Communications of the ACM 50 31–34.
[10]Coller, B. and Shernoff, D. (2009). Video game-based education in mechanical engineering: A look at student engagement. In International Journal of Engineering Education, vol. 25, no. 2, pp. 308–317, Tempus Publications.
[11]Crumlish, C. and Malone, E. (2009) Designing social interfaces. O’Reilly.
[12]Csikszentmihalyi, M. (1991). Flow: The psychology of optimal experience, Harper Perennial.
[13]Deci, E. and Ryan, R. (2004). Handbook of self-determination research. University of Rochester Press.
[14]Deterding, S., Dixon, D., Khaled, R. Khaled and Nacke, L. (2011). From game design elements to gamefulness: defining “gamification. In Proceedings of the 15th International Academic MindTrek Conference Envisioning Future Media Environments, vol. Tampere, F. pp. 9–15. ACM.
[15]Deterding, S., Sicart, M., Nacke, L., O’Hara, K. and Dixon, D. (2011). Gamification. using game-design elements in non-gaming context. In Proceedings of the 2011 annual conference extended abstracts on Human factors in computing systems, ser. CHI EA ’11. pp. 2425–2428. New York, NY, USA: ACM.
[16]Deterding, S. (2012). Gamification: designing for motivation. In Interactions, vol. 19, no. 4, pp. 14–17, Jul. 2012. ACM.
[17]Joosten, T, Cusatis, R. and Harness, L. (2019). Across Institutional Study of Instructional Characteristics and Student Outcomes: Are Quality Indicators of Online Courses Able to Predict Student Success? In Online Learning Journal, vol. 23, no. 4, pp. 354-378. OLC.
[18]Kebritchi, M., Hirumi, A. and Bai, H (2008). The effects of modern math computer games on learners’ math achievement and math course motivation in a public high school setting. In British Journal of Educational Technology, vol. 38, no. 2, pp. 49–259. BERA.
[19]Kohn, A. (1987). Studies find reward often no motivator. Boston Globe, vol. 19, pp. 52–59.
[20]Lee, J. Lee, Luchini, K. Michael, B. Norris, C. and Soloway, E. (2004). More than just fun and games: assessing the value of educational video games in the classroom. In CHI ’04 Extended Abstracts on Human Factors in Computing Systems, ser. CHI EA ’04. pp. 1375–1378. New York, NY, USA: ACM.
[21]Li, W. Grossman, T. and Fitzmaurice, G. (2012). Gamicad: a gamified tutorial system for first time autocad users. In Proceedings of the 25th annual ACM symposium on User interface software and technology, ser. UIST ’12. New York, NY, USA. pp. 103–112. ACM.
[22]Mcclean, P., Saini-eidukat , B., Schwert, D. Slator, B. and White, A. (2001) Virtual worlds in large enrollment science classes significantly improve authentic learning”. In Proceedings of the 12th International Conference on College Teaching and Learning, pp. 111–118. Center for the Advancement of Teaching and Learning.
[23]Moreno, J. (2012). Digital competition game to improve programming skills. In Educational Technology & Society, vol. 15, no. 3, pp. 288–297. International Forum of Educational Technology and Society.
[24]Natvig, L., Line, S. and Djupdal, A. (2004). Age of computers; an innovative combination of history and computer game elements for teaching computer fundamentals. In proceedings of the 34th Annual Frontiers in Education conference, ser. FIE 2004, vol. 3, 2004, pp. S2F – 1–6. IEEE.
[25]Reeves, B. and Read, J. (2009). Total Engagement: How Games and Virtual Worlds Are Changing the Way People Work and Businesses Compete. Harvard Business Press.
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