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Pastplay
16 references·2 citing·33 second hop
Pastplay (2014)PastplayDigital Natives, Digital Immigrants (2013)Digital Natives, Digital Immi…Digital Natives, Digital Immigrants (2012)Digital Natives, Digital Immi…The ‘digital natives’ debate: A critical review of the evidence (2008)The ‘digital natives’ debate:…Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)Technological Pedagogical Con…Serious Games: Games That Educate, Train, and Inform (2005)Serious Games: Games That Edu…Should There Be a Three-Strikes Rule Against Pure Discovery Learning? (2004)Should There Be a Three-Strik…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…Toward a design theory of problem solving (2000)Toward a design theory of pro…The Heritage Crusade and the Spoils of History (1998)The Heritage Crusade and the …Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)User Acceptance of Computer T…Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Perceived Usefulness, Perceiv…Science in Action: How to Follow Scientists and Engineers through Society (1988)Science in Action: How to Fol…Experiential Learning : Experience as the Source of Learning and Development (1983)Experiential Learning : Exper…Homo Ludens: A Study of the Play-Element in Culture. (1951)Homo Ludens: A Study of the P…Digital history and hermeneutics – between theory and practice: An introduction (2022)Digital history and hermeneut…Substantial Integration of Typical Educational Games Into Extended Curricula (2017)Substantial Integration of Ty…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Self-efficacy mechanism in human agency. (1982)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)User Acceptance of Information Technology: Toward A Unified View1 (2003)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)Understanding Attitudes and Predicting Social Behavior (1980)Those Who Understand: Knowledge Growth in Teaching (1986)Knowledge and Teaching:Foundations of the New Reform (1987)Situated Cognition and the Culture of Learning (1989)Improving Impact Studies of Teachers’ Professional Development: Toward Better Conceptualizations and Measures (2009)Teacher Technology Change (2010)What is Technological Pedagogical Content Knowledge (TPACK)? (2013)Situated Learning (1991)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)Foundations of Game-Based Learning (2015)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Serious games and the gamification of tourism (2016)Identity and agency in cultural worlds (1999)Games, Motivation, and Learning: A Research and Practice Model (2002)Gamification in theory and action: A survey (2014)Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently? (2001)Understanding Generation Y and their use of social media: a review and research agenda (2013)Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)Making knowledge the basis of a dynamic theory of the firm (1996)The Ethnography of Infrastructure (1999)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)What Good Are Positive Emotions? (1998)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)From game design elements to gamefulness (2011)
this work references cited by second hop

References

  • 1989Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology68,271 cited
  • 1983Experiential Learning : Experience as the Source of Learning and Development33,193 cited
  • 1989User Acceptance of Computer Technology: A Comparison of Two Theoretical Models25,696 cited
  • 2006Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge12,552 cited
  • 1988Science in Action: How to Follow Scientists and Engineers through Society10,767 cited
  • 2012Digital Natives, Digital Immigrants7,107 cited
  • 1951Homo Ludens: A Study of the Play-Element in Culture.6,561 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 1991Flow: The Psychology of Optimal Experience3,621 cited
  • 2013Digital Natives, Digital Immigrants3,238 cited
  • 2008The ‘digital natives’ debate: A critical review of the evidence2,957 cited
  • 2004Should There Be a Three-Strikes Rule Against Pure Discovery Learning?2,525 cited
  • 2000Toward a design theory of problem solving2,114 cited
  • 2005Serious Games: Games That Educate, Train, and Inform2,069 cited

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  • 1998The Heritage Crusade and the Spoils of History1,906 cited
  • Cited by

    • 2017Substantial Integration of Typical Educational Games Into Extended Curricula35 cited
    • 2022Digital history and hermeneutics – between theory and practice: An introduction20 cited