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Jump to: 2017 | 2014 | 2013 | 2012 | 2011 | 2006 | 2003 | 2002
Number of items at this level: 12.

2017

Fowle, Wendy and Butcher, John (2017). Do you have to be mobile to be socially mobile? Adult learners miss out again! In: Broadhead, S.; Hill, M.; Hudson, A.; McGlynn, C.; McKendry, S.; Raven, N.; Sims, D. and Ward, T. eds. Widening Participation in the Context of Economic and Social Change. Forum for Access and Continuing Education (FACE), pp. 153–162.

2014

Scanlon, Eileen; Woods, William and Clow, Doug (2014). Informal participation in science in the UK: identification, location and mobility with iSpot. Journal of Educational Technology and Society, 17(2) pp. 58–71. restricted access item, not available for direct download

2013

Iacovides, Ioanna; Aczel, James; Scanlon, Eileen and Woods, William (2013). Making sense of game-play: how can we examine learning and involvement? Transactions of the Digital Games Research Association, 1(1), article no. 6. file

2012

Iacovides, Ioanna; Aczel, James; Scanlon, Eileen and Woods, Will (2012). Investigating the relationships between informal learning and player involvement in digital games. Learning, Media and Technology, 37(3) pp. 321–327. restricted access item, not available for direct download

2011

Iacovides, Ioanna; Aczel, James; Scanlon, Eileen; Taylor, Josie and Woods, William (2011). Motivation, engagement and learning through digital games. International Journal of Virtual and Personal Learning Environments, 2(2) pp. 1–16. file

Iacovides, Ioanna; Aczel, James; Scanlon, Eileen and Woods, Will (2011). What do players have to say about informal learning through games? In: EARLI Conference 2011: Education for a Global Networked Society, 30 August-3 September 2011, Exeter, UK. file

Iacovides, Ioanna; Aczel, James; Scanlon, Eileen and Woods, William (2011). Making sense of game-play: how can we examine learning and involvement? In: Proceedings of DiGRA 2011 Conference: Think Design Play. . file

Iacovides, Ioanna; Aczel, James; Scanlon, Eileen and Woods, William (2011). What can breakdowns and breakthroughs tell us about learning and involvement experienced during game-play? In: 5th European Conference on Games Based Learning, 20-21 October 2011, Athens, Greece. file

2006

Weller, Martin; Little, Alex; McAndrew, Patrick and Woods, Will (2006). Learning Design, generic service descriptions and universal acid. Educational Technology and Society, 9(1) pp. 138–145.

2003

Little, Stephen Edgar; Fowle, Wendy and Quintas, Paul (2003). Building and maintaining distributed communities of practice: knowledge management in the OUBS MBA. In: Kaye, Roland and Hawkridge, David eds. Learning and teaching for business: case studies of successful innovation. London, UK: Kogan Page, pp. 179–195.

Quintas, Paul and Fowle, Wendy (2003). Managing knowledge: a community of practice and learning. In: Bentzen-Bilkvist, A.; Gijselaers, W.H. and Milter, R.G. eds. Educational Innovation in Economics and Business VII. Educating Knowledge Workers for Corporate Leadership: Learning into the Future. Educational Innovation in Economics and Business, VII. Klewer Academic Publications, pp. 231–248.

2002

Storey, John; Quintas, Paul; Taylor, Phil and Fowle, Wendy (2002). Flexible employment contracts and their implications for product and process innovation. The International Journal of Human Resource Management, 13(1) pp. 1–18.

This list was generated on Sun Oct 22 21:17:27 2017 BST.

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