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Understanding project‐based learning in Second Life with a pedagogy, training, and assessment trio
14 references·3 citing·38 second hop
Understanding project‐based learning in Second Life with a pedagogy, training, and assessment trio (2008)Understanding project‐based learning in S…The Christian Science Monitor (2011)The Christian Science MonitorWhere Everybody Knows Your (Screen) Name: Online Games as "Third Places" (2006)Where Everybody Knows Your (S…The Contact Hypothesis Reconsidered: Interacting via the Internet (2006)The Contact Hypothesis Recons…"Don't bother me Mom, I'm learning!" : how computer and video games are preparing your kids for 21st century success and how you can help! (2006)"Don't bother me Mom, I'm lea…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Fostering social agency in multimedia learning: Examining the impact of an animated agent’s voice (2004)Fostering social agency in mu…Facilitating Interdisciplinary Research (2004)Facilitating Interdisciplinar…What video games have to teach us about learning and literacy (2003)What video games have to teac…Social cues in multimedia learning: Role of speaker's voice. (2003)Social cues in multimedia lea…The Case for Social Agency in Computer-Based Teaching: Do Students Learn More Deeply When They Interact With Animated Pedagogical Agents? (2001)The Case for Social Agency in…Listening to the World: Cultural Issues in Academic Writing (1997)Listening to the World: Cultu…Shaping Technology, Building Society: Studies in Sociotechnical Change. (1993)Shaping Technology, Building …Mimesis and alterity: a particular history of the senses (1993)Mimesis and alterity: a parti…Joint performance across cultures: Improvisation in a Persian garden (1993)Joint performance across cult…Hype or Help? A Longitudinal Field Study of Virtual World Use for Team Collaboration (2012)Hype or Help? A Longitudinal …Cognitive, social and teaching presence in a virtual world and a text chat (2010)Cognitive, social and teachin…A Study of Adult Learning in a Virtual World (2010)A Study of Adult Learning in …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)Mind in Society: The Development of Higher Psychological Processes (1978)Multimedia Learning (2002)Applying the science of learning: Evidence-based principles for the design of multimedia instruction. (2008)A REVIEW OF THE APPLICABILITY OF ROBOTS IN EDUCATION (2013)Using multimedia for e‐learning (2017)Cognitive Apprenticeship: Teaching the Crafts of Reading, Writing, and Mathematics (2018)Cognitive Load Theory and the Format of Instruction (1991)The media equation: how people treat computers, television, and new media like real people and places (1997)How Effective are Pedagogical Agents for Learning? A Meta-Analytic Review (2013)Principles Based on Social Cues in Multimedia Learning: Personalization, Voice, Image, and Embodiment Principles (2014)Cognitive Load During Problem Solving: Effects on Learning (1988)Cognitive Architecture and Instructional Design (1998)Do pedagogical agents make a difference to student motivation and learning? (2010)The Strength of Weak Ties (1973)Situated Learning (1991)Adolescents’ identity experiments on the internet (2005)GROOMING, GOSSIP, FACEBOOK AND MYSPACE (2008)Who plays, how much, and why? Debunking the stereotypical gamer profile (2008)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)Race and the Education of Desire (1995)Voices of Modernity (2003)Human-Machine Reconfigurations: Plans and Situated Actions (2006)Notes on the theory of the actor-network: Ordering, strategy, and heterogeneity (1992)Technology and Institutions: What Can Research on Information Technology and Research on Organizations Learn from Each Other?1 (2001)10 Sociomateriality: Challenging the Separation of Technology, Work and Organization (2008)The Clash of Civilizations? (2000)Measuring Motivations for Online Opinion Seeking (2006)Austerity urbanism (2012)Diversity and network coherence as indicators of interdisciplinarity: case studies in bionanoscience (2009)Is science becoming more interdisciplinary? Measuring and mapping six research fields over time (2009)Approaches to understanding and measuring interdisciplinary scientific research (IDR): A review of the literature (2010)
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References

  • 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
  • 1993Shaping Technology, Building Society: Studies in Sociotechnical Change.3,540 cited
  • 1993Mimesis and alterity: a particular history of the senses3,316 cited
  • 2011The Christian Science Monitor3,227 cited
  • 2004Facilitating Interdisciplinary Research965 cited
  • 2001The Case for Social Agency in Computer-Based Teaching: Do Students Learn More Deeply When They Interact With Animated Pedagogical Agents?910 cited
  • 2006Where Everybody Knows Your (Screen) Name: Online Games as "Third Places"902 cited
  • 2003Social cues in multimedia learning: Role of speaker's voice.428 cited
  • 2004Fostering social agency in multimedia learning: Examining the impact of an animated agent’s voice388 cited
  • 2006The Contact Hypothesis Reconsidered: Interacting via the Internet325 cited
  • 2006"Don't bother me Mom, I'm learning!" : how computer and video games are preparing your kids for 21st century success and how you can help!298 cited
  • 1997Listening to the World: Cultural Issues in Academic Writing251 cited
  • 1993Joint performance across cultures: Improvisation in a Persian garden31 cited

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Cited by

  • 2010Cognitive, social and teaching presence in a virtual world and a text chat82 cited
  • 2012Hype or Help? A Longitudinal Field Study of Virtual World Use for Team Collaboration68 cited
  • 2010A Study of Adult Learning in a Virtual World58 cited