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Role playing games for scientific citizenship
16 references·2 citing·35 second hop
Role playing games for scientific citizenship (2012)Role playing games for scientific citizen…Mind, Self, and Society (2015)Mind, Self, and SocietyEducational measurement. (2015)Educational measurement.Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media (2009)Hanging Out, Messing Around, …Cultural Psychology: A Once and Future Discipline (2007)Cultural Psychology: A Once a…From Content to Context: Videogames as Designed Experience (2006)From Content to Context: Vide…Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Digital Game-Based Learning: …Making learning fun: Quest Atlantis, a game without guns (2005)Making learning fun: Quest At…English Teaching, Practice and Critique (2005)English Teaching, Practice an…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…Changing minds: computers, learning, and literacy (2001)Changing minds: computers, le…Psychological theory and the design of innovative learning environments: On procedures, principles, and systems. (1996)Psychological theory and the …Science as argument: Implications for teaching and learning scientific thinking (1993)Science as argument: Implicat…Educational measurement, 3rd ed. (1989)Educational measurement, 3rd …Protocol Analysis: Verbal Reports as Data (1986)Protocol Analysis: Verbal Rep…Toward a Theory of Intrinsically Motivating Instruction* (1981)Toward a Theory of Intrinsica…Grim FATE: Learning About Systems Thinking in an In-Depth Climate Change Simulation (2018)Grim FATE: Learning About Sys…What are critical features of science curriculum materials that impact student and teacher outcomes? (2017)What are critical features of…Science and Human Behavior (1953)Human Problem Solving (1972)Beyond boredom and anxiety (1975)Motivational and self-regulated learning components of classroom academic performance. (1990)The psychology of curiosity: A review and reinterpretation. (1994)Focus on Formative Feedback (2008)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)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)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)“Vygotsky’s Neglected Legacy”: Cultural-Historical Activity Theory (2007)Culture, Mind, and the Brain: Current Evidence and Future Directions (2010)What is agency? Conceptualizing professional agency at work (2013)Multimodality and Literacy in School Classrooms (2008)Teacher preparation for inclusive education: increasing knowledge but raising concerns (2011)Classroom dialogue: a systematic review across four decades of research (2013)Human Nature in Politics: The Dialogue of Psychology with Political Science (1985)The Persuasion Knowledge Model: How People Cope with Persuasion Attempts (1994)Research Synthesis: The Practice of Cognitive Interviewing (2007)Qualitative Analysis for Social Scientists (1987)Culture and the Self: Implications for Cognition, Emotion, and Motivation (1991)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)The Development of Epistemological Theories: Beliefs About Knowledge and Knowing and Their Relation to Learning (1997)Statistical methods in psychology journals: Guidelines and explanations. (1999)A Conceptual Framework for Assessing Motivation and Self-Regulated Learning in College Students (2004)Self-Concept: Validation of Construct Interpretations (1976)Thirteen Ways to Look at the Correlation Coefficient (1988)
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References

  • 2015Mind, Self, and Society12,375 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
  • 1986Protocol Analysis: Verbal Reports as Data4,346 cited
  • 1989Educational measurement, 3rd ed.2,851 cited
  • 2015Educational measurement.2,272 cited
  • 1981Toward a Theory of Intrinsically Motivating Instruction*2,197 cited
  • 2007Cultural Psychology: A Once and Future Discipline1,432 cited
  • 2005English Teaching, Practice and Critique1,325 cited
  • 2006Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless.1,172 cited
  • 2006From Content to Context: Videogames as Designed Experience1,091 cited
  • 2005Making learning fun: Quest Atlantis, a game without guns949 cited
  • 1993Science as argument: Implications for teaching and learning scientific thinking918 cited
  • 2001Changing minds: computers, learning, and literacy816 cited
  • 1996Psychological theory and the design of innovative learning environments: On procedures, principles, and systems.727 cited
  • 2009

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Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media
634 cited

Cited by

  • 2017What are critical features of science curriculum materials that impact student and teacher outcomes?72 cited
  • 2018Grim FATE: Learning About Systems Thinking in an In-Depth Climate Change Simulation44 cited