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6 . Huang, X., Ruiz-Segura, A., Chengyi, T., Wang, T., Sharma, R., & Susanne, L. (2023). Social Presence in Technology-Rich Learning Environments: How Real We are Feeling Connected and How Does It Matter for Learning? Information and Learning Science. Emerald Publishing. https://doi.org/10.1108/ILS-04-2023-0034
5 . Mukund, V., Sharma, M., Srivastva, A., Sharma, R., Farber, M., & Singh, N. C. (2022). Effects of a digital game-based course in building adolescents’ knowledge and social-emotional competencies. Games For Health. https://doi.org/10.1089/g4h.2021.0138
4 . Sharma, R., & Dubé, A. (2021). Towards the use of commercial games as educational tools. The Blue DOT, 13, 11–14. https://unesdoc.unesco.org/ark:/48223/pf0000375559.locale=en
3 . Duraiappah, A., Mochizuki, Y., & Sharma, R. (2021). Screen time and learner well-being: The debate, the evidence and directions for future research and policy (p. 29). UNESCO Mahatma Gandhi Institute of Education for Peace and Sustainable Development. https://unesdoc.unesco.org/ark:/48223/pf0000377895
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1 . Hernandorena, Z., Gupta, A., Sharma, R., Mukund, V., Dubé A, Koivisto, S., & Vatsavayi, V. (2019). Industry Guidelines on Digital Learning: Discussion Draft (p. 52). UNESCO MGIEP. https://bit.ly/3gUbzFn
3 . Xu, C., Sharma, R., & Dubé, A. K. (2023). Discovery Tour Curriculum Guides to Improve Teachers’ Adoption of Serious Gaming. In E. Champion & J. Francisco Hiriart Vera (Eds.), Assassin’s Creed in the Classroom History’s Playground or a Stab in the Dark? (pp. 35–64). De Gruyter Oldenbourg. https://doi.org/10.1515/9783111253275-003
2 . Sharma, R., Lajoie, S., & Dubé, A. (2022). Game design for mathematics education. In S. Selvamari & Sabeena P. S. (Eds.), Mathematics Education: Research and Innovations (pp. 25-37). APH Publishing Corporation. https://www.researchgate.net/publication/364216710_Game_Design_for_Mathematics_Education
1 . Sharma, R. (2018). Digital games for mathematics: Spatial learning. In V. K. Kanvaria (Ed.), ICT for education: A few concepts and researches (pp. 183–190). New Delhi Publishers. https://www.researchgate.net/publication/324675474_ICT_for_Education_A_few_Concepts_and_Researches
10 . Sharma, R., & Dubé, A. (2025). Effects of theory-based, narrative games on geometry learning among adolescents. American Educational Research Association Annual Meeting, Denver, USA.