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Videogames as cultural devices: development of spatial skills and application in learning
11 references·0 citing·35 second hop
Videogames as cultural devices: development of spatial skills and application in learning (2010)Videogames as cultural devices: developme…Interaction of Media, Cognition, and Learning (2012)Interaction of Media, Cogniti…Persuasive games: the expressive power of videogames (2008)Persuasive games: the express…Persuasive Games (2007)Persuasive GamesWhat Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Educación en medios: alfabetización, aprendizaje y cultura contemporánea (2004)Educación en medios: alfabeti…Why Study the Media? (1999)Why Study the Media?Everyday Cognition: Development in Social Context (1999)Everyday Cognition: Developme…Video Kids: Making Sense of Nintendo (1991)Video Kids: Making Sense of N…Video Kids (1991)Video KidsToward a Theory of Instruction (1966)Toward a Theory of InstructionChild Training and Game Involvement (1962)Child Training and Game Invol…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)Patterns of Child Rearing. (1957)Conflict, arousal, and curiosity. (1960)The Nature of Sport: A Definitional Effort (1968)Factors Underlying Enjoyment of Youth Sports: Sport and Age Group Comparisons (1985)Video games as cultural artifacts (1994)Beyond the Pleasure Principle (2015)Cognitive Apprenticeship (1988)Learning by Expanding (2014)The Impact of Home Computer Use on Children's Activities and Development (2000)The impact of computer use on children's and adolescents' development (2001)The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing (2009)Democracy of Objects (2011)The role of psychology in understanding the impact of computer games (2011)Serious games and the gamification of tourism (2016)Promoting understanding of chemical representations: Students' use of a visualization tool in the classroom (2001)Animation as an Aid to Multimedia Learning (2002)Exploring visuospatial thinking in chemistry learning (2004)McQuail's mass communication theory (2000)Discourse Analysis as Theory and Method (2002)Reconsidering Political and Popular Understandings of the Digital Divide (2004)Toward a Theory of Intrinsically Motivating Instruction* (1981)Accommodation of a scientific conception: Toward a theory of conceptual change (1982)DeFT: A conceptual framework for considering learning with multiple representations (2006)Still a Man's Game: Gender Representation in Online Reviews of Video Games (2006)The Lara Phenomenon: Powerful Female Characters in Video Games (2007)Gender, Simulation, and Gaming: Research Review and Redirections (2010)The Gaming of Policy and the Politics of Gaming: A Review (2009)Classifying Serious Games (2011)Teaching and Learning Argumentative Reading and Writing: A Review of Research (2011)
this work references cited by second hop

References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 1966Toward a Theory of Instruction4,504 cited
  • 2008Persuasive games: the expressive power of videogames1,703 cited
  • 2007Persuasive Games1,528 cited
  • 1999Everyday Cognition: Development in Social Context1,215 cited
  • 2012Interaction of Media, Cognition, and Learning768 cited
  • 1999Why Study the Media?569 cited
  • 1991Video Kids: Making Sense of Nintendo319 cited
  • 1962Child Training and Game Involvement221 cited
  • 1991Video Kids208 cited
  • 2004Educación en medios: alfabetización, aprendizaje y cultura contemporánea82 cited

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