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Situationally embodied curriculum: Relating formalisms and contexts
16 references·16 citing·29 second hopsampled
Situationally embodied curriculum: Relating formalisms and contexts (2007)Situationally embodied curriculum: Relati…Knowing What Students Know: The Science and Design of Educational Assessment (2013)Knowing What Students Know: T…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…Design Experiments in Educational Research (2003)Design Experiments in Educati…The Birth of the Clinic (2002)The Birth of the ClinicEstablishing the norms of scientific argumentation in classrooms (2000)Establishing the norms of sci…Hamlet on the holodeck: the future of narrative in cyberspace (1997)Hamlet on the holodeck: the f…National Science Education Standards (1996)National Science Education St…National Science Education Standards (1995)National Science Education St…Situated Learning: Legitimate Peripheral Participation. (1994)Situated Learning: Legitimate…Design Experiments: Theoretical and Methodological Challenges in Creating Complex Interventions in Classroom Settings (1992)Design Experiments: Theoretic…Situated Learning (1991)Situated LearningSituated Cognition and the Culture of Learning (1989)Situated Cognition and the Cu…Situated Cognition and the Culture of Learning (1989)Situated Cognition and the Cu…Cognition in Practice (1988)Cognition in PracticeMeaningful Gamification in an Industrial/Organizational Psychology Course (2016)Meaningful Gamification in an…Analyzing students’ Language Learning Experience in an Augmented Reality Mobile Game: An Exploration of an Emergent Learning Environment (2016)Analyzing students’ Language …A qualitative literature review of educational games in the classroom: the teacher’s pedagogical activities (2016)A qualitative literature revi…Vocabulary learning in massively multiplayer online games: context and action before words (2015)Vocabulary learning in massiv…Teachers as participatory designers: two case studies with technology-enhanced learning environments (2015)Teachers as participatory des…Developing interpretive power in science teaching (2015)Developing interpretive power…Videogames and Learning (2014)Videogames and LearningL2 Writing Practice: Game Enjoyment as a Key to Engagement (2014)L2 Writing Practice: Game Enj…Game-based curriculum and transformational play: Designing to meaningfully positioning person, content, and context (2011)Game-based curriculum and tra…My life as a night elf priest: an anthropological account of World of Warcraft (2010)My life as a night elf priest…Innovative Assessment for the 21st Century (2010)Innovative Assessment for the…Virtual worlds, conceptual understanding, and me: designing for consequential engagement (2009)Virtual worlds, conceptual un…Improving early reading comprehension using embodied CAI (2009)Improving early reading compr…Designing Assessments and Assessing Designs in Virtual Educational Environments (2009)Designing Assessments and Ass…Embodied design: constructing means for constructing meaning (2008)Embodied design: constructing…A MUVE Towards PBL Writing (2008)A MUVE Towards PBL WritingA 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 origins of intelligence in children. (1952)Mind in Society: The Development of Higher Psychological Processes (1978)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)A REVIEW OF RESEARCH ON PROJECT-BASED LEARNING (2000)Design-Based Research (2012)Learning by Expanding (2014)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)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)Chapter 3 : Identity as an Analytic Lens for Research in Education (2000)Qualitative Studies in Special Education (2005)Toward a Theory of Gender (2013)Organizational Learning and Communities-of-Practice: Toward a Unified View of Working, Learning, and Innovation (1991)What Makes Professional Development Effective? Results From a National Sample of Teachers (2001)Scaffolding and Achievement in Problem-Based and Inquiry Learning: A Response to Kirschner, Sweller, and Clark (2006) (2007)The National Science Education Standards (2013)Introduction: epistemic communities and international policy coordination (1992)Using Technology and Constituting Structures: A Practice Lens for Studying Technology in Organizations (2000)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)
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References

  • 1994Situated Learning: Legitimate Peripheral Participation.39,454 cited
  • 1991Situated Learning33,773 cited
  • 1989Situated Cognition and the Culture of Learning13,635 cited
  • 1995National Science Education Standards7,888 cited
  • 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
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 1988Cognition in Practice5,157 cited
  • 1992Design Experiments: Theoretical and Methodological Challenges in Creating Complex Interventions in Classroom Settings3,999 cited
  • 2002The Birth of the Clinic3,740 cited
  • 2003Design Experiments in Educational Research3,545 cited
  • 1997Hamlet on the holodeck: the future of narrative in cyberspace2,780 cited
  • 2013Knowing What Students Know: The Science and Design of Educational Assessment2,402 cited
  • 2000Establishing the norms of scientific argumentation in classrooms2,328 cited
  • 1989Situated Cognition and the Culture of Learning1,943 cited
  • 1996National Science Education Standards

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1,835 cited

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  • 2011Game-based curriculum and transformational play: Designing to meaningfully positioning person, content, and context154 cited
  • 2008A MUVE Towards PBL Writing143 cited
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  • 2015Teachers as participatory designers: two case studies with technology-enhanced learning environments136 cited
  • 2009Designing Assessments and Assessing Designs in Virtual Educational Environments132 cited
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  • 2016A qualitative literature review of educational games in the classroom: the teacher’s pedagogical activities120 cited
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  • 2015Vocabulary learning in massively multiplayer online games: context and action before words83 cited
  • 2016Analyzing students’ Language Learning Experience in an Augmented Reality Mobile Game: An Exploration of an Emergent Learning Environment80 cited
  • 2016Meaningful Gamification in an Industrial/Organizational Psychology Course78 cited
  • 2010Innovative Assessment for the 21st Century78 cited
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