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Eat Your Vegetables and Do Your Homework: A Design Based Investigation of Enjoyment and Meaning in Learning
4 references·16 citing·50 second hop
Eat Your Vegetables and Do Your Homework: A Design Based Investigation of Enjoyment and Meaning in Learning (2005)Eat Your Vegetables and Do Your Homework:…Design-Based Research: Putting a Stake in the Ground (2004)Design-Based Research: Puttin…Life on the Screen: Identity in the Age of the Internet (1997)Life on the Screen: Identity …A new self-report scale of intrinsic versus extrinsic orientation in the classroom: Motivational and informational components. (1981)A new self-report scale of in…Mind in Society: The Development of Higher Psychological Processes (1978)Mind in Society: The Developm…MOTIVATION AND LEARNING ENGAGEMENT THROUGH PLAYING MATH VIDEO GAMES (2017)MOTIVATION AND LEARNING ENGAG…Videogames and Learning (2014)Videogames and LearningDigital games and the US National Research Council’s science proficiency goals (2013)Digital games and the US Nati…A Literature Review of Gaming in Education. Research Report. (2012)A Literature Review of Gaming…Using a game environment to foster collaborative learning: a design‐based study (2011)Using a game environment to f…Narratizing Disciplines and Disciplinizing Narratives (2010)Narratizing Disciplines and D…Virtual worlds, conceptual understanding, and me: designing for consequential engagement (2009)Virtual worlds, conceptual un…Massively Multiplayer Online Games as an Educational Technology: An Outline for Research. (2008)Massively Multiplayer Online …Children's Sense of Self: Learning and Meaning in the Digital Age (2008)Children's Sense of Self: Lea…A dynamic approach to social interaction: Synthetic immersive environments & Spanish pragmatics (2008)A dynamic approach to social …The Design and Use of Simulation Computer Games in Education (2007)The Design and Use of Simulat…Scientific Inquiry in Educational Multi-user Virtual Environments (2007)Scientific Inquiry in Educati…Games, Learning, and Society: Building a Field. (2007)Games, Learning, and Society:…MMOGs as Learning Environments: An Ecological Journey into "Quest Atlantis" and "The Sims Online" (2006)MMOGs as Learning Environment…Fostering scientific habits of mind in the context of online play (2006)Fostering scientific habits o…Design-Based Research (2005)Design-Based ResearchNational Council of Teachers of Mathematics (1979)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Innovative Assessment for the 21st Century (2010)Engagement as a Volitional Construct (2014)Effect of animated and interactive video variations on learners' motivation in distance Education (2021)The Theory of the Estimation of Test Reliability (1937)Motivation reconsidered: The concept of competence. (1963)The Perceived Competence Scale for Children (1982)The support of autonomy and the control of behavior. 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(1968)Naturalistic inquiry (1985)Design-based research and technology-enhanced learning environments (2005)Design-Based Research (2012)Phases of inquiry-based learning: Definitions and the inquiry cycle (2015)Situated Language and Learning: A Critique of Traditional Schooling (2004)What Video Games Have to Teach Us about Learning and Literacy (2004)Motivations for Play in Online Games (2006)An investigation of State Educational Twitter Hashtags (SETHs) as affinity spaces (2016)Analyzing students’ Language Learning Experience in an Augmented Reality Mobile Game: An Exploration of an Emergent Learning Environment (2016)Principles for Advancing Game-Based Learning in Teacher Education (2020)Inside the Black Box: Raising Standards through Classroom Assessment (2010)Game-Based Learning to Engage Students With Physics and Astronomy Using a Board Game (2018)Meaningful gamification and students’ motivation: A strategy for scaffolding reading material (2018)Digital Game-Based Learning (2020)Increasing quality of learning experience using augmented reality educational games (2020)Communities of Practice (1998)Communities of practice learning, meaning, and identity (1999)Building creativity: collaborative learning and creativity in social media environments (2011)Research by Design: Design-Based Research and the Higher Degree Research student (2013)Designing for culturally responsive science education through professional development (2016)An Introduction to Discourse Analysis: Theory and Method (1999)Conceptualizing Digital Game-Mediated L2 Learning and Pedagogy: Game-Enhanced and Game-Based Research and Practice (2012)The use of massively multiplayer online role-playing games in CALL: an analysis of research (2016)A meta-analysis of the relationship of academic performance and Social Network Site use among adolescents and young adults (2017)Plan 9 From Cyberspace: The Implications of the Internet for Personality and Social Psychology (2000)The Field behind the Screen: Using Netnography for Marketing Research in Online Communities (2002)Identity construction on Facebook: Digital empowerment in anchored relationships (2008)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)Qualitative Analysis for Social Scientists (1987)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)
this work references cited by second hop

References

  • 1978Mind in Society: The Development of Higher Psychological Processes53,480 cited
  • 1997Life on the Screen: Identity in the Age of the Internet6,363 cited
  • 2004Design-Based Research: Putting a Stake in the Ground2,637 cited
  • 1981A new self-report scale of intrinsic versus extrinsic orientation in the classroom: Motivational and informational components.1,349 cited

Cited by

  • 2005Design-Based Research130 cited
  • 2007Scientific Inquiry in Educational Multi-user Virtual Environments119 cited
  • 2012A Literature Review of Gaming in Education. Research Report.104 cited
  • 2008Massively Multiplayer Online Games as an Educational Technology: An Outline for Research.95 cited
  • 2014Videogames and Learning90 cited
  • 2009Virtual worlds, conceptual understanding, and me: designing for consequential engagement77 cited
  • 2006Fostering scientific habits of mind in the context of online play72 cited
  • 2007Games, Learning, and Society: Building a Field.70 cited
  • 2007The Design and Use of Simulation Computer Games in Education68 cited
  • 2008A dynamic approach to social interaction: Synthetic immersive environments & Spanish pragmatics63 cited
  • 2010Narratizing Disciplines and Disciplinizing Narratives

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55 cited
  • 2008Children's Sense of Self: Learning and Meaning in the Digital Age50 cited
  • 2013Digital games and the US National Research Council’s science proficiency goals49 cited
  • 2017MOTIVATION AND LEARNING ENGAGEMENT THROUGH PLAYING MATH VIDEO GAMES46 cited
  • 2006MMOGs as Learning Environments: An Ecological Journey into "Quest Atlantis" and "The Sims Online"45 cited
  • 2011Using a game environment to foster collaborative learning: a design‐based study44 cited