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Joining the Video-Game Literacy Club: A Reluctant Mother Tries to Join the “Flow”
6 references·3 citing·27 second hop
Joining the Video-Game Literacy Club: A Reluctant Mother Tries to Join the “Flow” (2005)Joining the Video-Game Literacy Club: A R…Digital Natives, Digital Immigrants (2012)Digital Natives, Digital Immi…What video games have to teach us about learning and literacy (2003)What video games have to teac…Reading don't fix no Chevys: literacy in the lives of young men (2002)Reading don't fix no Chevys: …Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently? (2001)Digital Natives, Digital Immi…Digital Natives, Digital Immigrants Part 1 (2001)Digital Natives, Digital Immi…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…"Minecraft," Teachers, Parents, and Learning: What They Need to Know and Understand. (2016)"Minecraft," Teachers, Parent…Serious games: video games for good? (2015)Serious games: video games fo…Critical Literacy Learning through Video Games: Adolescent Boys' Perspectives (2007)Critical Literacy Learning th…Life on the Screen: Identity in the Age of the Internet (1997)What Video Games Have to Teach Us about Learning and Literacy (2004)Digital games, literacy and language learning in L1 and L2 (2022)Digital game-based learning (2003)The ‘digital natives’ debate: A critical review of the evidence (2008)Covid-19 pandemic and online learning: the challenges and opportunities (2020)Digital natives: Where is the evidence? (2009)Digital Natives, Digital Immigrants (2013)The relationship between addictive use of social media, narcissism, and self-esteem: Findings from a large national survey (2016)Homo Ludens: A Study of the Play-Element in Culture. (1951)Hamlet on the holodeck: the future of narrative in cyberspace (1997)Multimodal Discourse: The Modes and Media of Contemporary Communication (2001)Play, Dreams And Imitation In Childhood (2013)Construction and validation of a game-based intelligence assessment in minecraft (2021)Situated Cognition and the Culture of Learning (1989)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 Importance of Teacher Quality As A Key Determinant of Students’ Experiences and Outcomes of Schooling (2003)An Ecology Metaphor for Educational Policy Analysis: A Call to Complexity (2008)Reading Motivation: Exploring the Elementary Gender Gap (2010)Understanding Generation Y and their use of social media: a review and research agenda (2013)GameFlow (2005)Event tourism: Definition, evolution, and research (2007)Measuring and defining the experience of immersion in games (2008)
this work references cited by second hop

References

  • 2001Digital Natives, Digital Immigrants Part 111,096 cited
  • 1991Flow: The Psychology of Optimal Experience9,395 cited
  • 2012Digital Natives, Digital Immigrants7,107 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2001Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently?4,031 cited
  • 2002Reading don't fix no Chevys: literacy in the lives of young men412 cited

Cited by

  • 2015Serious games: video games for good?37 cited
  • 2016"Minecraft," Teachers, Parents, and Learning: What They Need to Know and Understand.34 cited
  • 2007Critical Literacy Learning through Video Games: Adolescent Boys' Perspectives25 cited

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