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Network Subnetting: An Instance of Technical Problem Solving in Kolb's Experiential Learning Cycle.

Arnold KamisHeikki Topi
Published in: HICSS (2007)
Keyphrases
  • experiential learning
  • st century
  • lifelong learning
  • game design
  • technology enhanced
  • effective learning
  • learning theories
  • mobile devices
  • user interface
  • collaborative learning
  • game playing