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Epistemic frames and islands of expertise: learning from infusion experiences
3 references·10 citing·43 second hop
Epistemic frames and islands of expertise: learning from infusion experiences (2004)Epistemic frames and islands of expertise…The archeology of knowledge (1995)The archeology of knowledgeSituated Learning: Legitimate Peripheral Participation. (1994)Situated Learning: Legitimate…Design Experiments: Theoretical and Methodological Challenges in Creating Complex Interventions in Classroom Settings (1992)Design Experiments: Theoretic…Temporally-focused analytics of self-regulated learning: A systematic review of literature (2022)Temporally-focused analytics …Analysis of students’ ideas and conceptual artifacts in knowledge‐building discourse (2020)Analysis of students’ ideas a…CrashEd – A live immersive, learning experience embedding STEM subjects in a realistic, interactive crime scene (2016)CrashEd – A live immersive, l…Teachers' implementation of a game-based biotechnology curriculum (2013)Teachers' implementation of a…The epistemography of urban and regional planning 912: appropriation in the face of resistance (2010)The epistemography of urban a…An application of games‐based learning within software engineering (2007)An application of games‐based…Promoting learning in informal learning environments (2006)Promoting learning in informa…Frames and games in the science museum: a lens for understanding visitor behavior (2006)Frames and games in the scien…What Would a State of the Art Instructional Video Game Look like (2005)What Would a State of the Art…Pedagogical praxis (2003)Pedagogical praxisPandora's Hope: Essays on the Reality of Science Studies (2000)Situated Language and Learning: A Critique of Traditional Schooling (2004)What Video Games Have to Teach Us about Learning and Literacy (2004)Re-purposing existing generic games and simulations for e-learning (2006)Simulations, Games, and Learning (2006)Implementing digital game-based learning in schools: augmented learning environment of ‘Europe 2045’ (2009)The Reflective Practitioner: How Professionals Think in Action (1985)Situated Learning (1991)Evaluation of a game to teach requirements collection and analysis in software engineering at tertiary education level (2010)An alternate reality game for language learning: ARGuing for multilingual motivation (2011)Evaluation of learning outcomes using an educational iPhone game vs. traditional game (2013)The Art of Case Study Research (1996)Examining Key Concepts in Research on Teachers’ Use of Mathematics Curricula (2005)STUDENT INTEREST IN TECHNOLOGY AND SCIENCE (SITS) SURVEY: DEVELOPMENT, VALIDATION, AND USE OF A NEW INSTRUMENT (2013)Development of Game-Like Simulations for Procedural Knowledge in Healthcare Education (2014)Professional Development and Use of Digital Technologies by Science Teachers: a Review of Theoretical Frameworks (2018)The origins of intelligence in children. (1952)Mind in Society: The Development of Higher Psychological Processes (1978)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)A REVIEW OF RESEARCH ON PROJECT-BASED LEARNING (2000)Design-Based Research (2012)Learning by Expanding (2014)Motivating Project-Based Learning: Sustaining the Doing, Supporting the Learning (1991)Handbook of Educational Psychology (2013)Cognitive Apprenticeship: Teaching the Crafts of Reading, Writing, and Mathematics (2018)PEDAGOŠKI POTENCIJAL MUZEJA – MUZEJ KAO CENTAR OBRAZOVANJA I UČENJA (2018)Pre-service Librarians’ Perspective on the Role of Participatory Design in Libraries with Youth (2021)Outline of a Theory of Practice (1977)Distinction: A Social Critique of the Judgement of Taste* (2018)The Knowledge-Creating Company (1995)On Two Metaphors for Learning and the Dangers of Choosing Just One (1998)Meeting the Universe Halfway (2007)Experiential Learning : Experience as the Source of Learning and Development (1983)Becoming a Self-Regulated Learner: An Overview (2002)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)How do students learn with real‐time personalized scaffolds? (2023)Towards a fuller picture: Triangulation and integration of the measurement of self‐regulated learning based on trace and think aloud data (2023)Triggers for self-regulated learning: A conceptual framework for advancing multimodal research about SRL (2024)INSTITUTIONAL ENTREPRENEURSHIP IN EMERGING FIELDS: HIV/AIDS TREATMENT ADVOCACY IN CANADA. (2004)Why Research on Women Entrepreneurs Needs New Directions (2006)2 How Actors Change Institutions: Towards a Theory of Institutional Entrepreneurship (2009)Situated Cognition and the Culture of Learning (1989)Organizational Learning and Communities-of-Practice: Toward a Unified View of Working, Learning, and Innovation (1991)
this work references cited by second hop

References

  • 1994Situated Learning: Legitimate Peripheral Participation.39,454 cited
  • 1992Design Experiments: Theoretical and Methodological Challenges in Creating Complex Interventions in Classroom Settings3,999 cited
  • 1995The archeology of knowledge1,337 cited

Cited by

  • 2007An application of games‐based learning within software engineering196 cited
  • 2022Temporally-focused analytics of self-regulated learning: A systematic review of literature119 cited
  • 2005What Would a State of the Art Instructional Video Game Look like115 cited
  • 2013Teachers' implementation of a game-based biotechnology curriculum55 cited
  • 2020Analysis of students’ ideas and conceptual artifacts in knowledge‐building discourse39 cited
  • 2016CrashEd – A live immersive, learning experience embedding STEM subjects in a realistic, interactive crime scene28 cited
  • 2006Promoting learning in informal learning environments16 cited
  • 2003Pedagogical praxis7 cited
  • 2010The epistemography of urban and regional planning 912: appropriation in the face of resistance6 cited
  • 2006Frames and games in the science museum: a lens for understanding visitor behavior2 cited

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