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Six Ideas in Search of a Discipline
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Six Ideas in Search of a Discipline (2007)Six Ideas in Search of a DisciplineDigital Game-Based Learning (2020)Digital Game-Based LearningAnchored Instruction: Why We Need It and How Technology Can Help (2012)Anchored Instruction: Why We …The Ambiguity of Play (2009)The Ambiguity of PlayEvaluating Training Programs : The Four Levels (2009)Evaluating Training Programs …Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Digital Game-Based Learning: …What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…First person: new media as story, performance, and game (2004)First person: new media as st…A Theory of Fun for Game Design (2004)A Theory of Fun for Game Desi…The game, the player, the world: looking for a heart of gameness (2003)The game, the player, the wor…Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games (1996)Seriously considering play: D…Minds in play: computer game design as a context for children's learning (1995)Minds in play: computer game …Situated Cognition and the Culture of Learning (1989)Situated Cognition and the Cu…Are Cognitive Skills Context-Bound? (1989)Are Cognitive Skills Context-…Mind in Society: The Development of Higher Psychological Processes (1978)Mind in Society: The Developm…Principles of Instructional Design (1974)Principles of Instructional D…Thought and language (1962)Thought and languageThe developmental psychology of Jean Piaget. (1963)Family resemblances: Studies in the internal structure of categories (1975)Basic objects in natural categories (1976)Principles of Language Learning and Teaching (1981)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)Perception in chess (1973)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)Situated Learning and Education (1996)The Uses of Argument (2003)Thinking in Education (2003)Formative assessment: a critical review (2011)Mental Models (1983)Organizational Learning and Communities-of-Practice: Toward a Unified View of Working, Learning, and Innovation (1991)Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)Serious Games : An Overview (2007)The ECAR Study of Undergraduate Students and Information Technology, 2007 (2007)Information technology and Gen Z: The role of teachers, the internet, and technology in the education of young people (2021)The flawed four‐level evaluation model (1996)A critical analysis of evaluation practice: the Kirkpatrick model and the principle of beneficence (2004)The Science of Training and Development in Organizations (2012)The systematic design of instruction (1978)Toward a design theory of problem solving (2000)Cognitive Load Theory and Complex Learning: Recent Developments and Future Directions (2005)Sport-Specific Practice and the Development of Expert Decision-Making in Team Ball Sports (2003)The Playing Learning Child: Towards a pedagogy of early childhood (2008)Leisure and Subjective Well-Being: A Model of Psychological Mechanisms as Mediating Factors (2013)Qualitative Analysis for Social Scientists (1987)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)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)
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References

  • 1978Mind in Society: The Development of Higher Psychological Processes53,480 cited
  • 1962Thought and language20,700 cited
  • 1989Situated Cognition and the Culture of Learning13,635 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2009Evaluating Training Programs : The Four Levels4,738 cited
  • 1974Principles of Instructional Design4,479 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 2009The Ambiguity of Play1,313 cited
  • 2006Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless.1,172 cited
  • 1989Are Cognitive Skills Context-Bound?1,132 cited
  • 2004A Theory of Fun for Game Design1,110 cited
  • 1996Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games999 cited
  • 2004First person: new media as story, performance, and game733 cited
  • 2003The game, the player, the world: looking for a heart of gameness648 cited
  • 1995Minds in play: computer game design as a context for children's learning566 cited
  • 2012Anchored Instruction: Why We Need It and How Technology Can Help

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