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Expanding the Scope of Instructional Communication Research: Looking Beyond Classroom Contexts
16 references·0 citing·35 second hop
Expanding the Scope of Instructional Communication Research: Looking Beyond Classroom Contexts (2015)Expanding the Scope of Instructional Comm…Digital Game-Based Learning (2020)Digital Game-Based LearningCrisis management: Planning for the inevitable (2014)Crisis management: Planning f…Playing Video Games (2012)Playing Video GamesSerious games : mechanisms and effects (2009)Serious games : mechanisms an…Crisis and Emergency Risk Communication as an Integrative Model (2005)Crisis and Emergency Risk Com…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…What video games have to teach us about learning and literacy (2003)What video games have to teac…Digital game-based learning (2003)Digital game-based learningAssessing Social Presence In Asynchronous Text-based Computer Conferencing (1999)Assessing Social Presence In …Social presence as a predictor of satisfaction within a computer‐mediated conferencing environment (1997)Social presence as a predicto…The Collapse of Sensemaking in Organizations: The Mann Gulch Disaster (1993)The Collapse of Sensemaking i…Experience and Education (1986)Experience and EducationExperiential Learning : Experience as the Source of Learning and Development (1983)Experiential Learning : Exper…Communication Yearbook 4. (1980)Communication Yearbook 4.Measures of communication‐bound anxiety (1970)Measures of communication‐bou…Experience and Education. (1938)Experience and Education.Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)Cultivating Communities of Practice: A Guide to Managing Knowledge (2002)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Foundations of Game-Based Learning (2015)The social psychology of telecommunications (1976)The social psychology of telecommunications (1977)Social psychological aspects of computer-mediated communication. (1984)Researching the community of inquiry framework: Review, issues, and future directions (2007)Actual Minds, Possible Worlds (1986)Actual Minds, Possible Worlds. (1986)The Constitution of Society. (1988)The role of the business model in capturing value from innovation: evidence from Xerox Corporation's technology spin-off companies (2002)Organizing and the Process of Sensemaking (2005)Theory Building From Cases: Opportunities And Challenges (2007)Content Analysis: An Introduction to its Methodology. (1984)Organizational Information Requirements, Media Richness and Structural Design (1986)Critical Inquiry in a Text-Based Environment: Computer Conferencing in Higher Education (1999)ASSESSING TEACHING PRESENCE IN A COMPUTER CONFERENCING CONTEXT (2001)EXAMINING SOCIAL PRESENCE IN ONLINE COURSES IN RELATION TO STUDENTS' PERCEIVED LEARNING AND SATISFACTION (2003)The Theory and Practice of Online Learning (2008)Managing the learning process (1983)Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)The ‘digital natives’ debate: A critical review of the evidence (2008)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Stories of Experience and Narrative Inquiry (1990)Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)A meta-analysis of the cognitive and motivational effects of serious games. (2013)The Gamification of Learning: a Meta-analysis (2019)THEORETICAL BASES OF COMMUNICATIVE APPROACHES TO SECOND LANGUAGE TEACHING AND TESTING (1980)Qualitative Analysis for Social Scientists (1987)Digital Natives, Digital Immigrants Part 1 (2001)
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References

  • 1983Experiential Learning : Experience as the Source of Learning and Development33,193 cited
  • 1986Experience and Education13,568 cited
  • 1938Experience and Education.6,920 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003What video games have to teach us about learning and literacy6,165 cited
  • 1993The Collapse of Sensemaking in Organizations: The Mann Gulch Disaster4,985 cited
  • 2003Digital game-based learning3,290 cited
  • 2020Digital Game-Based Learning2,900 cited
  • 1997Social presence as a predictor of satisfaction within a computer‐mediated conferencing environment2,098 cited
  • 1999Assessing Social Presence In Asynchronous Text-based Computer Conferencing1,782 cited
  • 2005Crisis and Emergency Risk Communication as an Integrative Model1,497 cited
  • 2012Playing Video Games1,135 cited
  • 2009Serious games : mechanisms and effects841 cited
  • 1970Measures of communication‐bound anxiety767 cited
  • 2014Crisis management: Planning for the inevitable746 cited
  • 1980Communication Yearbook 4.

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