SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Multiuser Digital Games as Sites for Research and Practice
16 references·1 citing·29 second hop
Multiuser Digital Games as Sites for Research and Practice (2010)Multiuser Digital Games as Sites for Rese…Digital Game-Based Learning (2020)Digital Game-Based LearningSociocultural Theory and the Genesis of Second Language Development (2006)Sociocultural Theory and the …Half-Real: Video Games between Real Rules and Fictional Worlds (2005)Half-Real: Video Games betwee…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…TASK-BASED LANGUAGE LEARNING AND TEACHING (2004)TASK-BASED LANGUAGE LEARNING …What video games have to teach us about learning and literacy (2003)What video games have to teac…Task-based Language Learning and Teaching (2003)Task-based Language Learning …New Literacies: changing knowledge and classroom learning (2003)New Literacies: changing know…LITERACY IN THE NEW MEDIA AGE (2003)LITERACY IN THE NEW MEDIA AGELEARNING BY DOING (2003)LEARNING BY DOINGDigital game-based learning (2003)Digital game-based learningApproaches and Methods in Language Teaching (2001)Approaches and Methods in Lan…A Pedagogy of Multiliteracies: Designing Social Futures (1996)A Pedagogy of Multiliteracies…Context and Culture in Language Teaching (1995)Context and Culture in Langua…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Mind in Society: The Development of Higher Psychological Processes (1978)Mind in Society: The Developm…Portraying Informal Digital Learning of English from Management, Beliefs, and Practices (2021)Portraying Informal Digital L…Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Situated Learning (1991)Foundations of Game-Based Learning (2015)Handbook of Research in Second Language Teaching and Learning (2005)Authentic materials and authenticity in foreign language learning (2007)OECD Education Working Papers (2010)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)Subjective well-being: Three decades of progress. (1999)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)The Theory and Practice of Online Learning (2008)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Handbook of Self-Regulation of Learning and Performance (2017)Chapter 3 : Identity as an Analytic Lens for Research in Education (2000)Discourse (2005)Digital Natives, Digital Immigrants Part 1 (2001)Confronting the Challenges of Participatory Culture: Media Education for the 21st Century (2006)The "Academic Literacies" Model: Theory and Applications (2006)“Multiliteracies”: New Literacies, New Learning (2009)The Ecology and Semiotics of Language Learning (2004)IMPLICIT AND EXPLICIT CORRECTIVE FEEDBACK AND THE ACQUISITION OF L2 GRAMMAR (2006)Review article: Instructed second language vocabulary learning (2008)
this work references cited by second hop

References

  • 1978Mind in Society: The Development of Higher Psychological Processes53,480 cited
  • 1990Flow: the psychology of optimal experience12,637 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 1996A Pedagogy of Multiliteracies: Designing Social Futures5,568 cited
  • 2001Approaches and Methods in Language Teaching4,411 cited
  • 2003LITERACY IN THE NEW MEDIA AGE4,001 cited
  • 2003Task-based Language Learning and Teaching3,591 cited
  • 2003Digital game-based learning3,104 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 2004TASK-BASED LANGUAGE LEARNING AND TEACHING2,843 cited
  • 1995Context and Culture in Language Teaching2,719 cited
  • 2006Sociocultural Theory and the Genesis of Second Language Development2,312 cited
  • 2005Half-Real: Video Games between Real Rules and Fictional Worlds2,150 cited
  • 2003New Literacies: changing knowledge and classroom learning1,190 cited
  • 2003LEARNING BY DOING1,088 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

Cited by

  • 2021Portraying Informal Digital Learning of English from Management, Beliefs, and Practices2 cited