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Information Technologies for Informal Learning in Museums and Out-of-School Settings
10 references·0 citing·41 second hop
Information Technologies for Informal Learning in Museums and Out-of-School Settings (2008)Information Technologies for Informal Lea…Handbook of Research on New Literacies (2014)Handbook of Research on New L…Conceptualizing Learning from the Everyday Activities of Digital Kids (2007)Conceptualizing Learning from…RFID enhances visitors' museum experience at the Exploratorium (2005)RFID enhances visitors' museu…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Toward an agenda for advancing research on science learning in out‐of‐school settings (2003)Toward an agenda for advancin…HARNESSING THE POWER OF GAMES IN EDUCATION (2003)HARNESSING THE POWER OF GAMES…A study of user experiences mediated by nomadic web content in a museum (2003)A study of user experiences m…From Informing to Remembering: Deploying a Uniquitous System in an Interactive Science Museum (2002)From Informing to Remembering…Afterschool Education: Approaches to an Emerging Field (2002)Afterschool Education: Approa…Identity Construction Environments: Developing Personal and Moral Values Through the Design of a Virtual City (2001)Identity Construction Environ…Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Identity : Youth and Crisis. 1968 (1968)Frames of Mind: The Theory of Multiple Intelligences (1984)Leveraging Identity to Make Learning Fun: Possible Selves and Experiential Learning in Massively Multiplayer Online Games (MMOGs) (2007)An Evaluation of a Solution Focused Computer Game in Adolescent Interventions (2009)What is Technology? Investigating Student Conceptions about the Nature of Technology (2010)The Interpretation of Cultures (2017)Situated Learning (1991)Communities of practice learning, meaning, and identity (1999)Podcasting in higher education: What are the implications for teaching and learning? (2009)A typology of young people’s Internet use: Implications for education (2010)Digital workplace transformation in the financial service sector: Investigating the relationship between employees' expectations and intentions (2021)Accommodation of a scientific conception: Toward a theory of conceptual change (1982)Multiple intelligences: the theory in practice (1993)Creating contextually authentic science in a “low‐performing” urban elementary school (2006)Young children's motivational beliefs about learning science (2008)Rethinking Race and Power in Design-Based Research: Reflections from the Field (2016)Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice. (1996)Hamlet on the holodeck: the future of narrative in cyberspace (1997)The Ecology of Games: Connecting Youth, Games and Learning (2009)Why so serious? On the relation of serious games and learning (2010)Game-Based Learning in Science Education: A Review of Relevant Research (2013)Exploring the online reading comprehension strategies used by sixth‐grade skilled readers to search for and locate information on the Internet (2007)International Handbook of Information Technology in Primary and Secondary Education (2008)Scientific Habits of Mind in Virtual Worlds (2008)A strategy for third-party logistics systems: A case analysis using the blue ocean strategy☆ (2007)Enhancing user experience through pervasive information systems: The case of pervasive retailing (2007)From teachers to testers: How parents talk to novice and expert children in a natural history museum (2007)Mystery at the museum (2005)A visitor's guide in an active museum (2011)“Cuz They Care About the People Who Goes There”: The Multiple Roles of a Community-Based Youth Center in Providing “Youth (Comm)Unity” for Low-Income Chinese American Youth (2010)After-School Centers and Youth Development: Case Studies of Success and Failure (2011)Understanding youth STEM interest pathways within a single community: theSynergiesproject (2015)Interactive Learning in Museums of Art and Design (2002)Combining multimedia resources for an engaging experience of cultural heritage (2010)A Review of Mobile Location-based Games for Learning across Physical and Virtual Spaces (2020)
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References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003HARNESSING THE POWER OF GAMES IN EDUCATION603 cited
  • 2014Handbook of Research on New Literacies463 cited
  • 2003Toward an agenda for advancing research on science learning in out‐of‐school settings248 cited
  • 2005RFID enhances visitors' museum experience at the Exploratorium216 cited
  • 2003A study of user experiences mediated by nomadic web content in a museum200 cited
  • 2001Identity Construction Environments: Developing Personal and Moral Values Through the Design of a Virtual City124 cited
  • 2007Conceptualizing Learning from the Everyday Activities of Digital Kids90 cited
  • 2002Afterschool Education: Approaches to an Emerging Field79 cited
  • 2002From Informing to Remembering: Deploying a Uniquitous System in an Interactive Science Museum46 cited

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