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Geotagger: A collaborative environmental inquiry platform
9 references·0 citing·29 second hop
Geotagger: A collaborative environmental inquiry platform (2015)Geotagger: A collaborative environmental …Current Developments in Big Data and Sustainability Sciences in Mobile Citizen Science Applications (2015)Current Developments in Big D…GeoTagger (2014)GeoTaggerPutting ubiquitous crowd-sourcing into context (2013)Putting ubiquitous crowd-sour…“I want to be a captain! I want to be a captain!” (2013)“I want to be a captain! I wa…Generation M2: Media in the Lives of 8- to 18-Year-Olds (2010)Generation M2: Media in the L…Fool's Gold: A Critical Look at Computers in Childhood. (2000)Fool's Gold: A Critical Look …Early Childhood Education Today (1995)Early Childhood Education Tod…Constructionism : research reports and essays, 1985-1990 (1991)Constructionism : research re…Active learning : creating excitement in the classroom (1991)Active learning : creating ex…Generation M2 : Media in the Lives of 8- to 18-year-olds (2010)Activating Data through Eco-Didactic Design in the Public Realm: Enabling Sustainable Development in Cities (2021)Citizens as sensors: the world of volunteered geography (2007)How Good is Volunteered Geographical Information? A Comparative Study of OpenStreetMap and Ordnance Survey Datasets (2010)Volunteered Geographic Information and Crowdsourcing Disaster Relief: A Case Study of the Haitian Earthquake (2010)Mining Urban Deprivation from Foursquare: Implicit Crowdsourcing of City Land Use (2014)Not at Home on the Range (2016)The Geography of Pokémon GO (2017)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Using thematic analysis in psychology (2006)Gamification. using game-design elements in non-gaming contexts (2011)Because science is awesome (2016)Gamification as Motivation to Engage in Location-Based Public Participation? (2016)Adaptive gamification in Collaborative systems, a systematic mapping study (2020)Preparing the classroom environment to promote literacy during play (1990)What Makes a Good Elementary School? A Critical Examination (2000)Parenting approaches and digital technology use of preschool age children in a Chinese community (2014)The Flipped Classroom (2013)The Flipped Classroom: An Opportunity To Engage Millennial Students Through Active Learning Strategies (2013)Flipping the classroom for English language learners to foster active learning (2014)The Technologisation of Childhood? Young Children and Technology in the Home (2008)young children’s play in online virtual worlds (2010)Technology and interactive media as tools in early childhood programs serving children from birth through age 8 (2013)Parental Mediation of Children's Internet Use (2008)College students' social networking experiences on Facebook (2009)Generation Z: Technology and Social Interest (2015)Doing science at the elbows of experts: Issues related to the science apprenticeship camp (2001)Design and Reflection Help Students Develop Scientific Abilities: Learning in Introductory Physics Laboratories (2010)Boundary Crossings: Cooperative Learning, Collaborative Learning, and Problem-Based Learning (2014)
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References

  • 1991Active learning : creating excitement in the classroom5,035 cited
  • 2010Generation M2: Media in the Lives of 8- to 18-Year-Olds2,196 cited
  • 2000Fool's Gold: A Critical Look at Computers in Childhood.433 cited
  • 1995Early Childhood Education Today344 cited
  • 1991Constructionism : research reports and essays, 1985-1990267 cited
  • 2013“I want to be a captain! I want to be a captain!”98 cited
  • 2013Putting ubiquitous crowd-sourcing into context58 cited
  • 2014GeoTagger16 cited
  • 2015Current Developments in Big Data and Sustainability Sciences in Mobile Citizen Science Applications8 cited

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