Pervasive, persuasive eLearning: modeling the pervasive learning space S Thomas Pervasive Computing and Communications Workshops, 2005. PerCom 2005 …, 2005 | 113 | 2005 |
Can the web be made accessible for people with intellectual disabilities? H Kennedy, S Evans, S Thomas The Information Society 27 (1), 29-39, 2010 | 89 | 2010 |
Designing for learning or designing for fun? Setting usability guidelines for mobile educational games S Thomas, G Schott, M Kambouri Learning with mobile devices: A book of papers, 173-181, 2004 | 82 | 2004 |
Pervasive learning games: Explorations of hybrid educational gamescapes S Thomas Simulation & Gaming 37 (1), 41-55, 2006 | 81 | 2006 |
Pervasive Scale: A model of pervasive, ubiquitous, and ambient learning S Thomas IEEE Pervasive Computing 7 (1), 85-88, 2008 | 39 | 2008 |
A new mould rush: designing for a slow bio-digital game driven by living micro-organisms R Kim, S Thomas, R van Dierendonck, S Poslad Proceedings of the 13th International Conference on the Foundations of …, 2018 | 37 | 2018 |
Playing the literacy game: a case study in adult education M Kambouri, S Thomas, H Mellar learning, media and technology 31 (4), 395-410, 2006 | 36 | 2006 |
The Impact of Nintendo's" For Men" Advertising Campaign on a Potential Female Market G Schott, S Thomas Eludamos. Journal for Computer Game Culture 2 (1), 41-52, 2008 | 12 | 2008 |
From theory to practice: on designing a pervasive learning game S Thomas Pervasive Computing and Communications Workshops, 2006. PerCom Workshops …, 2006 | 11 | 2006 |
Pervasive learning: Always on education S Thomas Calgary, 2005 | 11 | 2005 |
Microbial Integration on Player Experience of Hybrid Bio-digital Games R Kim, S Thomas, R van Dierendonck, A Kaniadakis, S Poslad International Conference on Intelligent Technologies for Interactive …, 2018 | 8 | 2018 |
’For Men’: Examining Female Reactions to Nintendo’s Marketing for GameBoy Advance SP G Schott, S Thomas NZ GDC paper, 2004 | 6 | 2004 |
Making playful learning visible S Thomas, J Bradburne phase two research report, 2005 | 4 | 2005 |
Ludoliteracy: defining, understanding and supporting games education S Thomas Game Studies 13 (1), 2013 | 1 | 2013 |
Inclusive New Media Design: The Place of Accessibility Guidelines in the Work of Web Designers H Kennedy, S Thomas, S Evans Designing for the 21st Century: Interdisciplinary Methods and Findings, 259-269, 2010 | 1 | 2010 |
Evaluating learndirect games for learners with skills for life needs-Final Report, submitted to Ufi September 2003 M Kambouri, G Schott, S Thomas, V Pavlou, H Mellar | 1 | 2003 |
Intersomatic awareness in game design S Thomas The London School of Economics and Political Science (LSE), 2015 | | 2015 |
Inclusive New Media Design: including people with intellectual disabilities in the web H Kennedy, S Thomas, S Evans, P Sweeney, P Staples | | 2009 |
Simulation insubordination: how simulation games are revolutionising elearning S Thomas Beyond Fun, 84-95, 2008 | | 2008 |
Media and the Make Believe Worlds of Children: When Harry Potter Meets Pokemon in Disneyland, by Maya Gotz, Dafna Lemish, Amy Aidman and Hyesung Moon S Thomas MEDIA CULTURE AND SOCIETY 29 (5), 840-842, 2007 | | 2007 |