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Pleasure, Learning, Video Games, and Life: The Projective Stance
10 references·13 citing·37 second hop
Pleasure, Learning, Video Games, and Life: The Projective Stance (2005)Pleasure, Learning, Video Games, and Life…Why Video Games Are Good for Your Soul: Pleasure and Learning (2005)Why Video Games Are Good for …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 (2004)What video games have to teac…Situated Language and Learning: A Critique of Traditional Schooling (2004)Situated Language and Learnin…What video games have to teach us about learning and literacy (2003)What video games have to teac…Indexical understanding of instructions (1999)Indexical understanding of in…Science teaching : the role of history and philosophy of science (1994)Science teaching : the role o…Cultural communication and intercultural contact (1991)Cultural communication and in…Conversation Analysis (1990)Conversation AnalysisSpeech Genres and Other Late Essays (1986)Speech Genres and Other Late …A Design Framework for Reflective Play (2024)A Design Framework for Reflec…Media Education through Digital Games: A Review on Design and Factors Influencing Learning Performance (2023)Media Education through Digit…Costumed doubles and avatars in Janieta Eyre’s photographic self-portraits (2019)Costumed doubles and avatars …Vocabulary learning in massively multiplayer online games: context and action before words (2015)Vocabulary learning in massiv…“Fair Play”: A Videogame Designed to Address Implicit Race Bias Through Active Perspective Taking (2014)“Fair Play”: A Videogame Desi…Sustaining Vocabulary Acquisition through Computer Game: A Case Study (2013)Sustaining Vocabulary Acquisi…Barbie Girls and Xtractaurs: Discourse and identity in virtual worlds for young children (2013)Barbie Girls and Xtractaurs: …Interactive Language Learning through Speech-Enabled Virtual Scenarios (2012)Interactive Language Learning…Digital gaming and social networking: English teachers' perceptions, attitudes and experiences (2011)Digital gaming and social net…An Exploration of Pre-Service Teachers' Perceptions of Learning to Teach while Using Asynchronous Discussion Board (2009)An Exploration of Pre-Service…Video Games and Embodiment (2008)Video Games and EmbodimentESL Theory‐Practice Dynamics: The Difficulty of Integrating Sociocultural Perspectives into Pedagogical Practices (2008)ESL Theory‐Practice Dynamics:…Designing Serious Games for Computer Assisted Language Learning – a Framework for Development and Analysis (2008)Designing Serious Games for C…Accommodation of a scientific conception: Toward a theory of conceptual change (1982)The Good, the Bad, and the Ugly: The Many Faces of Constructivism (1995)Inquiry, Modeling, and Metacognition: Making Science Accessible to All Students (1998)Improving science teachers' conceptions of nature of science: a critical review of the literature (2000)Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. 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this work references cited by second hop

References

  • 1986Speech Genres and Other Late Essays9,076 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
  • 2004Situated Language and Learning: A Critique of Traditional Schooling2,321 cited
  • 1994Science teaching : the role of history and philosophy of science1,382 cited
  • 1990Conversation Analysis1,017 cited
  • 2004What video games have to teach us about learning and literacy485 cited
  • 1999Indexical understanding of instructions433 cited
  • 1991Cultural communication and intercultural contact315 cited
  • 2005Why Video Games Are Good for Your Soul: Pleasure and Learning257 cited

Cited by

  • 2008Video Games and Embodiment234 cited
  • 2014“Fair Play”: A Videogame Designed to Address Implicit Race Bias Through Active Perspective Taking83 cited
  • 2015Vocabulary learning in massively multiplayer online games: context and action before words83 cited
  • 2009An Exploration of Pre-Service Teachers' Perceptions of Learning to Teach while Using Asynchronous Discussion Board68 cited
  • 2012Interactive Language Learning through Speech-Enabled Virtual Scenarios

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45 cited
  • 2008Designing Serious Games for Computer Assisted Language Learning – a Framework for Development and Analysis41 cited
  • 2011Digital gaming and social networking: English teachers' perceptions, attitudes and experiences39 cited
  • 2023Media Education through Digital Games: A Review on Design and Factors Influencing Learning Performance38 cited
  • 2013Sustaining Vocabulary Acquisition through Computer Game: A Case Study36 cited
  • 2024A Design Framework for Reflective Play33 cited
  • 2013Barbie Girls and Xtractaurs: Discourse and identity in virtual worlds for young children25 cited
  • 2008ESL Theory‐Practice Dynamics: The Difficulty of Integrating Sociocultural Perspectives into Pedagogical Practices23 cited
  • 2019Costumed doubles and avatars in Janieta Eyre’s photographic self-portraits1 cited