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The Design of Goal-Based Scenarios
16 references·16 citing·34 second hopsampled
The Design of Goal-Based Scenarios (1994)The Design of Goal-Based ScenariosKnowing, Learning, and Instruction (2018)Knowing, Learning, and Instru…Intentional Learning as a Goal of Instruction (2018)Intentional Learning as a Goa…Cognitive Apprenticeship: Teaching the Crafts of Reading, Writing, and Mathematics (2018)Cognitive Apprenticeship: Tea…The Aims of Education (1929) (2017)The Aims of Education (1929)Anchored Instruction: Why We Need It and How Technology Can Help (2012)Anchored Instruction: Why We …Distributed cognitions : psychological and educational considerations (1997)Distributed cognitions : psyc…Situated Learning: Legitimate Peripheral Participation. (1994)Situated Learning: Legitimate…Situated Learning (1991)Situated LearningAnchored Instruction and Its Relationship to Situated Cognition (1990)Anchored Instruction and Its …Situated Cognition and the Culture of Learning (1989)Situated Cognition and the Cu…Motivational Design of Instruction (1983)Motivational Design of Instru…Instructional Design Theories and Models (1983)Instructional Design Theories…Toward a Theory of Intrinsically Motivating Instruction* (1981)Toward a Theory of Intrinsica…Intrinsic Motivation (1975)Intrinsic MotivationUndermining children's intrinsic interest with extrinsic reward: A test of the "overjustification" hypothesis. (1973)Undermining children's intrin…Review of research in education (1973)Review of research in educati…Examining the effects of learner-learner interactions on satisfaction and learning in an online undergraduate course (2017)Examining the effects of lear…Why Problem-Based Learning Works: Theoretical Foundations (2014)Why Problem-Based Learning Wo…What influences college students to continue using business simulation games? The Taiwan experience (2009)What influences college stude…Handbook of Research on Effective Electronic Gaming in Education (2009)Handbook of Research on Effec…Game Design Narrative for Learning: Appropriating Adventure Game Design Narrative Devices and Techniques for the Design of Interactive Learning Environments (2006)Game Design Narrative for Lea…Game design and learning: a conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation (2006)Game design and learning: a c…Designing Social Infrastructure: Critical Issues in Creating Learning Environments With Technology (2006)Designing Social Infrastructu…Students Becoming Chemists: Developing Representationl Competence (2005)Students Becoming Chemists: D…The Practice of Design-Based Research: Uncovering the Interplay Between Design, Research, and the Real-World Context (2004)The Practice of Design-Based …Learner Support in Distance and Networked Learning Environments: Ten Dimensions for Successful Design (2002)Learner Support in Distance a…Learning-for-use: A framework for the design of technology-supported inquiry activities (2001)Learning-for-use: A framework…Learning by Analogical Bootstrapping (2001)Learning by Analogical Bootst…Virtual solar system project: Building understanding through model building (2000)Virtual solar system project:…Emerging influences of information technology on school curriculum (2000)Emerging influences of inform…Addressing the Challenges of Inquiry-Based Learning Through Technology and Curriculum Design (1999)Addressing the Challenges of …Inert knowledge: Analyses and remedies (1996)Inert knowledge: Analyses and…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)The Psychology of Interpersonal Relations. (1958)Statistical principles in experimental design. (1962)Principles of behavior modification (1969)Self-Perception Theory (1972)The Intuitive Psychologist And His Shortcomings: Distortions in the Attribution Process (1977)The Elaboration Likelihood Model of Persuasion (1986)Mental Models (1983)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)Development and use of the ARCS model of instructional design (1987)Toward a design theory of problem solving (2000)Web-Based Virtual Learning Environments: A Research Framework and a Preliminary Assessment of Effectiveness in Basic it Skills Training1 (2001)Organizational Learning and Communities-of-Practice: Toward a Unified View of Working, Learning, and Innovation (1991)What Video Games Have to Teach Us about Learning and Literacy (2004)Culture and Cognition (1997)On Two Metaphors for Learning and the Dangers of Choosing Just One (1998)What Do New Views of Knowledge and Thinking Have to Say About Research on Teacher Learning? (2000)Problem-Based Learning: What and How Do Students Learn? (2004)The Four-Phase Model of Interest Development (2006)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)What video games have to teach us about learning and literacy (2003)Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)Intrinsic and Extrinsic Motivation (2003)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Basic psychological need satisfaction, need frustration, and need strength across four cultures (2014)Problems of Reliability and Validity in Ethnographic Research (1982)Economic Deprivation and Early Childhood Development (1994)Whose culture has capital? A critical race theory discussion of community cultural wealth (2005)
this work references cited by second hop· second hop is a sample of the most-cited connections

References

  • 1994Situated Learning: Legitimate Peripheral Participation.39,454 cited
  • 1991Situated Learning33,773 cited
  • 1989Situated Cognition and the Culture of Learning13,635 cited
  • 1973Review of research in education7,699 cited
  • 2018Cognitive Apprenticeship: Teaching the Crafts of Reading, Writing, and Mathematics3,674 cited
  • 1975Intrinsic Motivation2,911 cited
  • 1997Distributed cognitions : psychological and educational considerations2,509 cited
  • 1973Undermining children's intrinsic interest with extrinsic reward: A test of the "overjustification" hypothesis.2,442 cited
  • 1981Toward a Theory of Intrinsically Motivating Instruction*2,197 cited
  • 1983Instructional Design Theories and Models2,192 cited
  • 2018Knowing, Learning, and Instruction1,810 cited
  • 1983Motivational Design of Instruction1,247 cited
  • 2017The Aims of Education (1929)948 cited
  • 2018Intentional Learning as a Goal of Instruction631 cited
  • 1990Anchored Instruction and Its Relationship to Situated Cognition547 cited
  • 2012Anchored Instruction: Why We Need It and How Technology Can Help

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547 cited

Cited by

  • 2005Students Becoming Chemists: Developing Representationl Competence514 cited
  • 2001Learning-for-use: A framework for the design of technology-supported inquiry activities418 cited
  • 2006Game design and learning: a conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation386 cited
  • 1999Addressing the Challenges of Inquiry-Based Learning Through Technology and Curriculum Design366 cited
  • 2009Handbook of Research on Effective Electronic Gaming in Education364 cited
  • 2006Game Design Narrative for Learning: Appropriating Adventure Game Design Narrative Devices and Techniques for the Design of Interactive Learning Environments321 cited
  • 1996Inert knowledge: Analyses and remedies290 cited
  • 2017Examining the effects of learner-learner interactions on satisfaction and learning in an online undergraduate course278 cited
  • 2001Learning by Analogical Bootstrapping264 cited
  • 2006Designing Social Infrastructure: Critical Issues in Creating Learning Environments With Technology236 cited
  • 2000Virtual solar system project: Building understanding through model building227 cited
  • 2000Emerging influences of information technology on school curriculum223 cited
  • 2002Learner Support in Distance and Networked Learning Environments: Ten Dimensions for Successful Design219 cited
  • 2009What influences college students to continue using business simulation games? The Taiwan experience217 cited
  • 2004The Practice of Design-Based Research: Uncovering the Interplay Between Design, Research, and the Real-World Context177 cited
  • 2014Why Problem-Based Learning Works: Theoretical Foundations166 cited