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Jouer pour apprendre : est-ce bien sérieux ? Réflexions théoriques sur les relations entre jeu (vidéo) et apprentissage
11 references·0 citing·36 second hop
Jouer pour apprendre : est-ce bien sérieux ? Réflexions théoriques sur les relations entre jeu (vidéo) et apprentissage (2011)Jouer pour apprendre : est-ce bien sérieu…Serious Games : Advergaming, edugaming, training... (2008)Serious Games : Advergaming, …Serious Games in language learning and teaching – a theoretical perspective (2007)Serious Games in language lea…An American otaku (or, a boy’s virtual life on the net) (2004)An American otaku (or, a boy’…Lara Croft: feminist icon or cyberbimbo? On the limits of textual analysis (2002)Lara Croft: feminist icon or …Chess for girls? Feminism and computer games (1998)Chess for girls? Feminism and…Life on the Screen: Identity in the Age of the Internet (1997)Life on the Screen: Identity …Being Digital (1995)Being DigitalSituated Learning: Legitimate Peripheral Participation. (1994)Situated Learning: Legitimate…Action video games and informal education: Effects on strategies for dividing visual attention (1994)Action video games and inform…Les jeux et les hommes : le masque et le vertige (1967)Les jeux et les hommes : le m…Homo ludens : essai sur la fonction sociale du jeu (1951)Homo ludens : essai sur la fo…Computers as Theatre (1993)Hamlet on the holodeck: the future of narrative in cyberspace (1997)Cheerleaders/booth babes/Halohoes: pro-gaming, gender and jobs for the boys (2009)Bodies That Matter (2011)Stand by Your Man (2015)Nothing but a “titty streamer”: legitimacy, labor, and the debate over women’s breasts in video game live streaming (2019)Thought and language (1962)Understanding Media: The Extensions of Man (1964)Not so doomed: computer game play and positive adolescent development (2002)Interaction of Media, Cognition, and Learning (2012)The Gamification of Advertising: Analysis and Research Directions of In-Game Advertising, Advergames, and Advertising in Social Network Games (2013)Video game training does not enhance cognitive ability: A comprehensive meta-analytic investigation. (2017)Experiential Learning : Experience as the Source of Learning and Development (1983)Gender Trouble: Feminism and the Subversion of Identity (1991)Communities of practice learning, meaning, and identity (1999)The Impact of Online Games on Learning English Vocabulary by Iranian (Low-intermediate) EFL Learners (2014)Serious Games in Preschool and Primary Education: Benefits And Impacts on Curriculum Course Syllabus (2017)Implementation of Game-transformed Inquiry-based Learning to Promote the Understanding of and Motivation to Learn Chemistry (2018)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)Une analyse des écrits sur les impacts du jeu sur l’apprentissage (2007)La « gamification » de la vie : sous couleur de jouer ? (2013)World Building. Transmedia, Fans, Industries (2017)Gaming, Gender, and Time: Who Makes Time to Play? (2009)Culturally Responsive Computing in Urban, After-School Contexts (2013)An investigation of the factors affecting the perception of gamification and game elements (2017)Stability of the Factor Structure of Leisure Behavior: Analyses of Four Communities (1970)Videogames of the oppressed :videogames as a means for critical thinking and debate (2001)Gamification for smarter learning: tales from the trenches (2015)Situated Cognition and the Culture of Learning (1989)Organizational Learning and Communities-of-Practice: Toward a Unified View of Working, Learning, and Innovation (1991)What Video Games Have to Teach Us about Learning and Literacy (2004)The Local and the Global: The Anthropology of Globalization and Transnationalism (1995)Social Implications of the Internet (2001)News vs. Entertainment: How Increasing Media Choice Widens Gaps in Political Knowledge and Turnout (2005)
this work references cited by second hop

References

  • 1994Situated Learning: Legitimate Peripheral Participation.39,454 cited
  • 1997Life on the Screen: Identity in the Age of the Internet6,363 cited
  • 1995Being Digital3,041 cited
  • 1994Action video games and informal education: Effects on strategies for dividing visual attention283 cited
  • 1967Les jeux et les hommes : le masque et le vertige276 cited
  • 1951Homo ludens : essai sur la fonction sociale du jeu195 cited
  • 2002Lara Croft: feminist icon or cyberbimbo? On the limits of textual analysis178 cited
  • 1998Chess for girls? Feminism and computer games171 cited
  • 2007Serious Games in language learning and teaching – a theoretical perspective149 cited
  • 2008Serious Games : Advergaming, edugaming, training...47 cited
  • 2004An American otaku (or, a boy’s virtual life on the net)23 cited

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