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“All Work and No Play” Reconsidered: The Use of Games to Promote Motivation and Engagement in Instruction
13 references·0 citing·37 second hop
“All Work and No Play” Reconsidered: The Use of Games to Promote Motivation and Engagement in Instruction (2009)“All Work and No Play” Reconsidered: The …Strategies Of Qualitative Inquiry (2012)Strategies Of Qualitative Inq…Strategies of Qualitative Inquiry (2010)Strategies of Qualitative Inq…Zone of Proximal Development (2009)Zone of Proximal DevelopmentFrom Content to Context: Videogames as Designed Experience (2006)From Content to Context: Vide…Using Technology to Motivate Students to Learn Social Studies (2004)Using Technology to Motivate …Video Games in Education (2003)Video Games in EducationEducating the Net Generation. (2000)Educating the Net Generation.The Disciplined Mind: Beyond Facts and Standardized Tests, the K-12 Education that Every Child Deserves (1999)The Disciplined Mind: Beyond …Educating the Net Generation (1999)Educating the Net GenerationMerriam-Webster online (1998)Merriam-Webster onlineMultiple intelligences: the theory in practice (1993)Multiple intelligences: the t…The systematic process of motivational design (1987)The systematic process of mot…Frames of Mind: The Theory of Multiple Intelligences (1984)Frames of Mind: The Theory of…Toward a Theory of Intrinsically Motivating Instruction* (1981)Educational game design for online education (2008)Learning science in informal environments : people, places, and pursuits (2009)Short- and long-term benefits of cognitive training (2011)Theoretical Foundations of Learning Environments (2014)Experience and Education (1986)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Gamification in Education: What, How, Why Bother? (2011)What Are We Seeking to Sustain Through Culturally Sustaining Pedagogy? A Loving Critique Forward (2014)Designing qualitative research (1989)Qualitative evaluation and research methods (1990)Handbook of Qualitative Research (1994)Exploring the influence of teachers' beliefs and 3D printing integrated STEM instruction on students’ STEM motivation (2020)Pendidikan IPS Menjawab Tantangan Abad 21: Sebuah Kritik Atas Praktik Pembelajaran IPS di Sekolah Dasar (2020)Effects of digital game-based learning on students’ digital etiquette literacy, learning motivations, and engagement (2023)Избранные психологические исследования (1956)Qualitative Analysis for Social Scientists (1987)Developing a Sociocritical Literacy in the Third Space (2008)Lifting Off the Ground to Return Anew: Mediated Praxis, Transformative Learning, and Social Design Experiments (2009)The ‘digital natives’ debate: A critical review of the evidence (2008)The digital native – myth and reality (2009)Problematizing the Digital Literacy Paradox in the Context of Older Adults’ ICT Use: Aging, Media Discourse, and Self-Determination (2017)Thematic networks: an analytic tool for qualitative research (2001)Creating Something from Nothing: Resource Construction through Entrepreneurial Bricolage (2005)Qualitative Data Analysis for Health Services Research: Developing Taxonomy, Themes, and Theory (2007)Organizational Change: A Review of Theory and Research in the 1990s (1999)Essential Guide to Qualitative Methods in Organizational Research (2004)Expert performance: Its structure and acquisition. (1994)Emotional intelligence meets traditional standards for an intelligence (1999)The effects of leader and follower emotional intelligence on performance and attitude (2002)Learner motivation and E-learning design: A multinationally validated process (2004)Motivational Design for Learning and Performance (2009)Feedback research revisited. (2013)Narrative configuration in qualitative analysis (1995)Individual differences in reasoning: Implications for the rationality debate? (2000)Implicit Theories of Intelligence Predict Achievement Across an Adolescent Transition: A Longitudinal Study and an Intervention (2007)
this work references cited by second hop

References

  • 1984Frames of Mind: The Theory of Multiple Intelligences13,636 cited
  • 1993Multiple intelligences: the theory in practice3,788 cited
  • 2010Strategies of Qualitative Inquiry3,615 cited
  • 2012Strategies Of Qualitative Inquiry2,833 cited
  • 2006From Content to Context: Videogames as Designed Experience1,091 cited
  • 2003Video Games in Education711 cited
  • 1987The systematic process of motivational design366 cited
  • 2009Zone of Proximal Development229 cited
  • 1999Educating the Net Generation224 cited
  • 2004Using Technology to Motivate Students to Learn Social Studies186 cited
  • 1999The Disciplined Mind: Beyond Facts and Standardized Tests, the K-12 Education that Every Child Deserves173 cited
  • 1998Merriam-Webster online63 cited
  • 2000Educating the Net Generation.29 cited

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