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 | 76 | 2005 |
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 | 53 | 2015 |
‘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 | 53 | 2007 |
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 | 46 | 2013 |
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 | 36 | 2022 |
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 | 27 | 2017 |
Permadeath: A review of literature A Copcic, S McKenzie, M Hobbs 2013 IEEE International Games Innovation Conference (IGIC), 40-47, 2013 | 27 | 2013 |
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 | 26 | 2019 |
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 | 24 | 2018 |
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 | 21 | 2018 |
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 | 16 | 2017 |
Career aspirations and skills expectations of undergraduate IT students: are they realistic? S Mckenzie, J Coldwell-Neilson, S Palmer Deakin University, 2017 | 13 | 2017 |
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 | 13 | 2017 |
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 | 12 | 2014 |
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 | 11 | 2021 |
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 | 11 | 2014 |
The realm of the game geek: supporting creativity in an online community S Nichol, K Blashki Deakin University, 2006 | 11 | 2006 |
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 | 9 | 2022 |
Anytime and Anywhere: A case study for blended learning R Hams-Wesson, S McKenzie, S Bangay EDUCAUSE, 2015 | 8 | 2015 |
Exploring creativity support systems for the NE'X'T generation S Nichol Deakin University, 2007 | 7 | 2007 |