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Replaying history: engaging urban underserved students in learning world history through computer simulation games
10 references·16 citing·37 second hop
Replaying history: engaging urban underserved students in learning world history through computer simulation games (2004)Replaying history: engaging urban underse…Digital Game-Based Learning (2020)Digital Game-Based LearningThe Discovery of Grounded Theory (2017)The Discovery of Grounded The…Participating in Classroom Mathematical Practices (2010)Participating in Classroom Ma…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Design-Based Research: Putting a Stake in the Ground (2004)Design-Based Research: Puttin…Historical thinking and other unnatural acts: charting the future of teaching the past (2002)Historical thinking and other…Guns, Germs, and Steel: The Fates of Human Societies. (1997)Guns, Germs, and Steel: The F…Lies My Teacher Told Me: Everything Your American History Textbook Got Wrong. (1996)Lies My Teacher Told Me: Ever…Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice. (1996)Intrinsic motivation and the …Doing History: Investigating with Children in Elementary and Middle Schools (1996)Doing History: Investigating …Failing up: How failure in a game environment promotes learning through discourse (2018)Failing up: How failure in a …Experiencing the Analects of Confucius: An experiential game-based learning approach to promoting students' motivation and conception of learning (2017)Experiencing the Analects of …Digital educational games and mathematics. Results of a case study in primary school settings (2017)Digital educational games and…Serious Games: What Are They? What Do They Do? Why Should We Play Them? (2013)Serious Games: What Are They?…The Place of Game-Based Learning in an Age of Austerity. (2012)The Place of Game-Based Learn…Framing the Adoption of Serious Games in Formal Education (2012)Framing the Adoption of Serio…The multivoicedness of game play: Exploring the unfolding of a student’s learning trajectory in a gaming context at school (2011)The multivoicedness of game p…A Qualitative Meta-Analysis of Computer Games as Learning Tools (2011)A Qualitative Meta-Analysis o…The Civic Potential of Video Games (2009)The Civic Potential of Video …Investigating the ‘‘Why’’ in Whypox (2009)Investigating the ‘‘Why’’ in …Games for Civic Learning: A Conceptual Framework and Agenda for Research and Design (2009)Games for Civic Learning: A C…Digital Games in eLearning Environments (2009)Digital Games in eLearning En…Cybertext redux: using digital game-based learning to teach L2 vocabulary, reading, and culture (2009)Cybertext redux: using digita…Motivation and computer game based learning (2007)Motivation and computer game …Re-purposing existing generic games and simulations for e-learning (2006)Re-purposing existing generic…What Can K-12 School Leaders Learn from Video Games and Gaming?. (2005)What Can K-12 School Leaders …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)The Discovery of Grounded Theory; Strategies for Qualitative Research (1968)The Discovery of Grounded Theory: Strategies for Qualitative Research. (1968)Naturalistic inquiry (1985)Design-based research and technology-enhanced learning environments (2005)Design-Based Research (2012)Phases of inquiry-based learning: Definitions and the inquiry cycle (2015)Experience and Education (1986)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Extrinsic Rewards and Intrinsic Motivation in Education: Reconsidered Once Again (2001)Intrinsic Versus Extrinsic Goal Contents in Self-Determination Theory: Another Look at the Quality of Academic Motivation (2006)Why Teachers Adopt a Controlling Motivating Style Toward Students and How They Can Become More Autonomy Supportive (2009)Historical Reasoning: Towards a Framework for Analyzing Students’ Reasoning about the Past (2007)The Complex World of Adolescent Literacy: Myths, Motivations, and Mysteries (2008)Historical Thinking and other Unnatural Acts (2010)Modernization, cultural change, and democracy the human development sequence (2005)The Colonial Origins of Comparative Development: An Empirical Investigation: Reply (2012)Why nations fail: the origins of power, prosperity, and poverty (2012)Qualitative Analysis for Social Scientists (1987)Grounded theory research: Procedures, canons, and evaluative criteria (1990)History, identity, and the school curriculum in Northern Ireland: an empirical study of secondary students' ideas and perspectives (2004)A National Perspective on the Effects of High-Stakes Testing and Standardization on Elementary Social Studies Marginalization (2010)Core Practices for Teaching History: The Results of a Delphi Panel Survey (2014)Chapter 7: Preparing Teachers for Diverse Student Populations: A Critical Race Theory Perspective (1999)Preparing Teachers for Diverse Student Populations: A Critical Race Theory Perspective (1999)The Structure of Racism in Color-Blind, “Post-Racial” America (2015)Situating Teachers’ Instructional Practices in the Institutional Setting of the School and District (2003)When the Rules of Discourse Change, but Nobody Tells You: Making Sense of Mathematics Learning From a Commognitive Standpoint (2007)An Interpretive Scheme for Analyzing the Identities That Students Develop in Mathematics Classrooms (2009)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)
this work references cited by second hop

References

  • 2017The Discovery of Grounded Theory25,772 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 1997Guns, Germs, and Steel: The Fates of Human Societies.4,979 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 2004Design-Based Research: Putting a Stake in the Ground2,637 cited
  • 1996Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice.1,568 cited
  • 2002Historical thinking and other unnatural acts: charting the future of teaching the past1,301 cited
  • 1996Lies My Teacher Told Me: Everything Your American History Textbook Got Wrong.1,102 cited
  • 1996Doing History: Investigating with Children in Elementary and Middle Schools489 cited
  • 2010Participating in Classroom Mathematical Practices476 cited

Cited by

  • 2009The Civic Potential of Video Games132 cited
  • 2017Experiencing the Analects of Confucius: An experiential game-based learning approach to promoting students' motivation and conception of learning114 cited
  • 2009Games for Civic Learning: A Conceptual Framework and Agenda for Research and Design108 cited
  • 2012Framing the Adoption of Serious Games in Formal Education105 cited

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2006
Re-purposing existing generic games and simulations for e-learning
99 cited
  • 2009Digital Games in eLearning Environments97 cited
  • 2007Motivation and computer game based learning96 cited
  • 2012The Place of Game-Based Learning in an Age of Austerity.94 cited
  • 2009Cybertext redux: using digital game-based learning to teach L2 vocabulary, reading, and culture93 cited
  • 2011The multivoicedness of game play: Exploring the unfolding of a student’s learning trajectory in a gaming context at school81 cited
  • 2013Serious Games: What Are They? What Do They Do? Why Should We Play Them?77 cited
  • 2005What Can K-12 School Leaders Learn from Video Games and Gaming?.72 cited
  • 2017Digital educational games and mathematics. Results of a case study in primary school settings71 cited
  • 2011A Qualitative Meta-Analysis of Computer Games as Learning Tools69 cited
  • 2018Failing up: How failure in a game environment promotes learning through discourse67 cited
  • 2009Investigating the ‘‘Why’’ in Whypox65 cited