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2. A Qualitative Study to Understand the Perspectives of MOOC Providers on Accessibility

4. A Robotic Telescope For University-Level Distance Teaching

5. Accessibility of MOOCs: Understanding the Provider Perspective

6. Accessibility in MOOCs

7. Auditing the Accessibility of MOOCs: A Four-Component Approach

8. Laying the Groundwork for Socialisation and Knowledge Construction within 3D Virtual Worlds

9. A Means-End Analysis of Consumers’ Perceptions of Virtual World Affordances for E-commerce

10. Knowledge Infrastructure

13. An Empirically Grounded Framework to Guide Blogging for Digital Scholarship

14. Combining Eye Tracking and Conventional Techniques for Indications of User-Adaptability

15. Role of the Educator in Social Software Initiatives in Further and Higher Education: A Conceptualisation and Research Agenda

17. Design of Learning Spaces in 3D Virtual Worlds: An Empirical Investigation of 'Second Life'

18. Supporting Distributed Team Working in 3D Virtual Worlds: A Case Study in Second Life

19. Role of Social Software Tools in Education: A Literature Review

20. An Empirically-Grounded Study on the Effective Use of Social Software in Education

21. Characterising the Different Blogging Behaviours of Students on an Online Distance Learning Course

22. Accessibility in MOOCs: the stakeholders’ perspectives

29. The pedagogical design of a badged open course on the ‘Scholarship of Teaching and Learning in STEM'

30. Designing assessment for academic integrity

38. Designing for the Web

39. A qualitative study to understand the perspectives of MOOC providers on accessibility.

46. On fast evaluation of bivariate polynomials at equispaced arguments

47. On the evaluation of a matrix polynomial

48. Role Of Digital Health Wearables In The Wellbeing And Quality Of Life Of Older People And Carers

49. Virtual Reality in education and for employability

50. Educational Affordances of Mobile Virtual Reality

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