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The New Digital Natives
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  • 2016Investigating the role of Minecraft in educational learning environments98 cited
  • 2019Assessment of users’ acceptability of a mobile-based embodied conversational agent for the prevention and detection of suicidal behaviour79 cited
  • 2019A ‘KAHOOT!’ Approach: The Effectiveness of Game-Based Learning for an Advanced Placement Biology Class75 cited
  • 2021School off, learning on: identification of preference and challenges among school students towards distance learning during COVID19 outbreak64 cited
  • 2015Synchronicity matters: defining the characteristics of digital generations50 cited
  • 2020Using Technology and Gamification as a Means of Enhancing Users’ Experience at Cultural Heritage Sites13 cited
  • 2021Democracy, digitisation and public libraries10 cited
  • 2023Willing and unwilling digital cyborg assemblages: University students talk about mental health apps6 cited
  • 2020The Narratives about Contentment in Two Generations of Digital Natives1 cited

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