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- McDougall, J., Readman, M. and Wilkinson, P., 2018. The Uses of (Digital) Literacy. Learning, Media and Technology.
- Wilkinson, P. and Matthews, T.J., 2016. The serious games ecosystem: Interdisciplinary and intercontextual praxis. 63-91.
- Slussareff, M., Braad, E., Wilkinson, P. and Strååt, B., 2016. Games for Learning. 189-211.
- Wilkinson, P., 2016. Brief history of serious games. 17-41.
Profile of Teaching UG
- Web and Mobile Communications - Ba Communications and Media
- Business Continuity Management
- Economics of Information Security - BSc Cybersecurity Management
- Telling Tales of Engagement: Digital Families (Engineering and Physical Sciences Research Council, 01 Jun 2016). Completed
The data on this page was last updated at 04:05 on October 18, 2018.