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The Video Generation.
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The Video Generation. (1992)The Video Generation.Games and Simulations (2009)Games and SimulationsCo-located collaborative learning video game with single display groupware (2009)Co-located collaborative lear…Turkish Prospective Teachers' Perceptions regarding the Use of Computer Games with Educational Features (2006)Turkish Prospective Teachers'…Toward operationalization of ‘flow’ in mathematics learnware (2006)Toward operationalization of …Still a Man's Game: Gender Representation in Online Reviews of Video Games (2006)Still a Man's Game: Gender Re…Massively Multiplayer Online Video Gaming as Participation in a Discourse (2006)Massively Multiplayer Online …Researching literacy as tool, place, and way of being (2005)Researching literacy as tool,…The Socialization of Females with Regard to a Technology-Related Career: Recommendations for Change. (2000)The Socialization of Females …From hackers to luddites, game players to game creators: Profiles of adolescent students using technology (1998)From hackers to luddites, gam…We Have Never-Forgetful Flowers In Our Garden: Girls'' Responses to Electronic Games (1993)We Have Never-Forgetful Flowe…Mind in Society: The Development of Higher Psychological Processes (1978)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Massively Multiplayer Online Gaming as a Constellation of Literacy Practices (2007)Transcultural communication in open internet environments and massively multiplayer online games (2008)Video Games and Embodiment (2008)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Motivation and Personality (1997)ICT for education: a conceptual framework for the sustainable adoption of technology-enhanced learning environments in schools (2012)Game Mechanics in the Design of a Collaborative 3D Serious Game (2014)A narrative review of methods used to examine digital gaming impacts on learning and cognition during middle childhood (2021)Motivational processes affecting learning. (1986)Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. (2000)Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature (2001)Analyzing media messages using quantitative content analysis in research (2005)College Students’ Video Game Participation and Perceptions: Gender Differences and Implications (2007)Gender, Simulation, and Gaming: Research Review and Redirections (2010)Sexy, Strong, and Secondary: A Content Analysis of Female Characters in Video Games across 31 Years (2016)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Factors Influencing Girls' Choice of Information Technology Careers (2006)Interest in ICT Studies and Careers: Perspectives of Secondary School Female Students from Low Socioeconomic Backgrounds (2010)The Discovery of Grounded Theory (2017)Girls in IT: intentionally self-excluded or products of high school as a site of exclusion? (2020)The Second Self: Computers and the Human Spirit (1986)Reflections on Gender and Science (1987)Women's Ways of Knowing: The Development of Self, Voice, and Mind (1988)A classroom study (1995)Sex Differences and Similarities in Video Game Experience, Preferences, and Self-Efficacy: Implications for the Gaming Industry (2010)Gender differences in students’ mathematics game playing (2011)Teachers of Mathematics (1948)Video Kids: Making Sense of Nintendo (1991)Project-Based Learning: Pursuits with a Purpose. (1994)Introduction to Classical and Modern Test Theory (1986)Qualitative Data Analysis: An Expanded Sourcebook (1994)Students' Perceptions to Use Technology for Learning: Measurement Integrity of the Modified Fennema-Sherman Attitudes Scales. (2010)Games in schools: teachers’ perceptions of barriers to game-based learning (2016)Digital Game-Based Learning (2020)The Co-Creative approach to digital simulation games in social science education (2020)Reconsidering Research on Learning from Media (1983)Empirical evaluation of an educational game on software measurement (2008)Proposta de um Modelo de Avaliação de Jogos Educacionais (2010)Virtually Real: A Psychological Perspective on Massively Multiplayer Online Games (2010)Phenomenology of Perception (1982)5. The Practice of Everyday Life (2000)The Design and Use of Simulation Computer Games in Education (2007)Innovative Assessment for the 21st Century (2010)The Interpretation of Cultures (2017)
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  • 2006Massively Multiplayer Online Video Gaming as Participation in a Discourse324 cited
  • 2006Still a Man's Game: Gender Representation in Online Reviews of Video Games254 cited
  • 2006Turkish Prospective Teachers' Perceptions regarding the Use of Computer Games with Educational Features93 cited
  • 1993We Have Never-Forgetful Flowers In Our Garden: Girls'' Responses to Electronic Games89 cited
  • 2009Games and Simulations72 cited
  • 2005Researching literacy as tool, place, and way of being52 cited
  • 2009Co-located collaborative learning video game with single display groupware49 cited
  • 2006Toward operationalization of ‘flow’ in mathematics learnware36 cited
  • 2000The Socialization of Females with Regard to a Technology-Related Career: Recommendations for Change.25 cited
  • 1998From hackers to luddites, game players to game creators: Profiles of adolescent students using technology21 cited

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