A methodology for exploring students' experiences and interaction with large-scale software through role-play and phenomenography.
Jonas BoustedtPublished in: ICER (2008)
Keyphrases
- role play
- collaborative learning
- project management
- virtual environment
- tablet pc
- software development
- software systems
- case study
- computer software
- digital games
- user centred design
- source code
- intelligent tutoring systems
- educational software
- high school
- learning outcomes
- student learning
- high school students
- virtual world
- learning activities
- learning environment
- information systems