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Changing minds: computers, learning, and literacy
0 references·16 citing·56 second hopsampled
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(2003)What can digital technologies…Technology and science education: Starting points, research programs, and trends (2003)Technology and science educat…The Discovery of Grounded Theory: Strategies for Qualitative Research. (1968)National Council of Teachers of Mathematics (1979)Basics of Qualitative Research: Grounded Theory Procedures and Techniques. (1992)Constructing competence: an analysis of student participation in the activity systems of mathematics classrooms (2008)Culture and Mathematics in School: Boundaries Between “Cultural” and “Domain” Knowledge in the Mathematics Classroom and Beyond (2008)Becoming (less) scientific: A longitudinal study of students' identity work from elementary to middle school science (2014)A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. 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  • 2004Inquiry in science education: International perspectives780 cited
  • 2013Digital Fabrication and ‘Making’ in Education654 cited
  • 2015Technology and mathematics education448 cited
  • 2003WISE design for knowledge integration418 cited
  • 2009An Interpretive Scheme for Analyzing the Identities That Students Develop in Mathematics Classrooms361 cited
  • 2010“The Coat Traps All Your Body Heat”: Heterogeneity as Fundamental to Learning310 cited
  • 2005The Knowledge Integration Perspective on Learning and Instruction270 cited
  • 2014A multilevel analysis of the effects of external rewards on elementary students' motivation, engagement and learning in an educational game268 cited
  • 2009Parents as Learning Partners in the Development of Technological Fluency229 cited
  • 2012Learning physics through play in an augmented reality environment228 cited
  • 2020Teaching with digital technology227 cited
  • 2003Technology and science education: Starting points, research programs, and trends219 cited
  • 2008A Sociocultural Perspective on Opportunity to Learn212 cited
  • 2005Multimedia Learning in Games, Simulations, and Microworlds205 cited

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  • 2009Using avatars and virtual environments in learning: What do they have to offer?197 cited
  • 2003What can digital technologies take from and bring to research in mathematics education?188 cited