SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Nurturing Affinity Spaces and Game-Based Learning
16 references·16 citing·24 second hopsampled
Nurturing Affinity Spaces and Game-Based Learning (2012)Nurturing Affinity Spaces and Game-Based …Here comes everybody: the power of organizing without organizations (2008)Here comes everybody: the pow…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…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Cultivating Communities of Practice: A Guide to Managing Knowledge (2002)Cultivating Communities of Pr…Cultivating Communities of Practice: A Guide to Managing Knowledge (2002)Cultivating Communities of Pr…Communities of practice learning, meaning, and identity (1999)Communities of practice learn…Communities of Practice (1998)Communities of PracticeThe Tacit Dimension (1997)The Tacit DimensionThe Use of Knowledge in Society (1996)The Use of Knowledge in Socie…Situated Learning: Legitimate Peripheral Participation. (1994)Situated Learning: Legitimate…Funds of knowledge for teaching: Using a qualitative approach to connect homes and classrooms (1992)Funds of knowledge for teachi…Situated Learning (1991)Situated LearningSituated Cognition and the Culture of Learning (1989)Situated Cognition and the Cu…Cognitive representations of semantic categories. (1975)Cognitive representations of …Philosophical Investigations (1954)Philosophical InvestigationsLearning with YouTube: Beyond formal and informal through new actors, strategies and affordances (2022)Learning with YouTube: Beyond…Video Games in the Secondary English Language Arts Classroom: A State‐of‐the‐Art Review of the Literature (2021)Video Games in the Secondary …Peer Pedagogies on Digital Platforms (2020)Peer Pedagogies on Digital Pl…Exploring the landscape of educator professional activity on Twitter: an analysis of 16 education-related Twitter hashtags (2020)Exploring the landscape of ed…Bridging intersecting literacy practices in a 6th grade iPad classroom (2020)Bridging intersecting literac…Teaching language and literacy with games: What? How? Why? (2019)Teaching language and literac…Reading and informal learning trends on YouTube: The booktuber (2019)Reading and informal learning…Gaming Literacies: Spatiality, Materiality, and Analog Learning in a Digital Age (2019)Gaming Literacies: Spatiality…From “newbie” to professional: Identity building and literacies in an online affinity space (2019)From “newbie” to professional…Capitalizing on the Craze of Fortnite: Toward a Conceptual Framework for Understanding How Gamers Construct Communities of Practice (2019)Capitalizing on the Craze of …“Deeper than Rap”: Cultivating racial identity and critical voices through Hip-hop recording practices in the music classroom (2019)“Deeper than Rap”: Cultivatin…Cultivating Metanoia in Twitter Publics: Analyzing and Producing Bots of Protest in the #GamerGate Controversy (2018)Cultivating Metanoia in Twitt…A call for promoting ownership, equity, and agency in faculty development via connected learning (2018)A call for promoting ownershi…#MyNYPD: Transforming Twitter into a Public Place for Protest (2017)#MyNYPD: Transforming Twitter…Video Game Making and Modding (2015)Video Game Making and ModdingExtramural English and academic vocabulary (2015)Extramural English and academ…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)Rousing minds to life: teaching, learning, and schooling in social context (1989)Creating zones of possibilities: Combining social contexts for instruction (1990)Whose culture has capital? A critical race theory discussion of community cultural wealth (2005)Undoing Appropriateness: Raciolinguistic Ideologies and Language Diversity in Education (2015)Implications for educational practice of the science of learning and development (2019)Mental Models (1983)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)A Dynamic Theory of Organizational Knowledge Creation (1994)Toward a knowledge‐based theory of the firm (1996)Evolving to a New Dominant Logic for Marketing (2003)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)Clusters and knowledge: local buzz, global pipelines and the process of knowledge creation (2004)Problem-Based Learning: What and How Do Students Learn? (2004)Comparative Economic Organization: The Analysis of Discrete Structural Alternatives (1991)The New Institutional Economics: Taking Stock, Looking Ahead (2000)Organizational Learning and Communities-of-Practice: Toward a Unified View of Working, Learning, and Innovation (1991)Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)
this work references cited by second hop· second hop is a sample of the most-cited connections

References

  • 1994Situated Learning: Legitimate Peripheral Participation.39,454 cited
  • 1991Situated Learning33,773 cited
  • 1999Communities of practice learning, meaning, and identity28,353 cited
  • 1998Communities of Practice23,452 cited
  • 1989Situated Cognition and the Culture of Learning13,635 cited
  • 1997The Tacit Dimension12,409 cited
  • 1992Funds of knowledge for teaching: Using a qualitative approach to connect homes and classrooms7,330 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 1996The Use of Knowledge in Society6,434 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 1975Cognitive representations of semantic categories.4,784 cited
  • 2002Cultivating Communities of Practice: A Guide to Managing Knowledge4,771 cited
  • 2002Cultivating Communities of Practice: A Guide to Managing Knowledge3,923 cited
  • 1954Philosophical Investigations2,902 cited
  • 2008Here comes everybody: the power of organizing without organizations

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

2,323 cited

Cited by

  • 2020Exploring the landscape of educator professional activity on Twitter: an analysis of 16 education-related Twitter hashtags147 cited
  • 2018A call for promoting ownership, equity, and agency in faculty development via connected learning78 cited
  • 2019Reading and informal learning trends on YouTube: The booktuber76 cited
  • 2021Video Games in the Secondary English Language Arts Classroom: A State‐of‐the‐Art Review of the Literature66 cited
  • 2015Extramural English and academic vocabulary51 cited
  • 2019Gaming Literacies: Spatiality, Materiality, and Analog Learning in a Digital Age50 cited
  • 2022Learning with YouTube: Beyond formal and informal through new actors, strategies and affordances48 cited
  • 2019Teaching language and literacy with games: What? How? Why?43 cited
  • 2015Video Game Making and Modding40 cited
  • 2019Capitalizing on the Craze of Fortnite: Toward a Conceptual Framework for Understanding How Gamers Construct Communities of Practice39 cited
  • 2017#MyNYPD: Transforming Twitter into a Public Place for Protest31 cited
  • 2018Cultivating Metanoia in Twitter Publics: Analyzing and Producing Bots of Protest in the #GamerGate Controversy28 cited
  • 2020Peer Pedagogies on Digital Platforms27 cited
  • 2019“Deeper than Rap”: Cultivating racial identity and critical voices through Hip-hop recording practices in the music classroom22 cited
  • 2019From “newbie” to professional: Identity building and literacies in an online affinity space20 cited
  • 2020Bridging intersecting literacy practices in a 6th grade iPad classroom19 cited