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When People Get in the Way
9 references·4 citing·40 second hop
When People Get in the Way (2009)When People Get in the WayPlanning in the Public Domain: From Knowledge to Action (2020)Planning in the Public Domain…How Computer Games Help Children Learn (2006)How Computer Games Help Child…Video Games and the Future of Learning (2005)Video Games and the Future of…Epistemic frames for epistemic games (2005)Epistemic frames for epistemi…Augmented by Reality: The Pedagogical Praxis of Urban Planning as a Pathway to Ecological Thinking (2005)Augmented by Reality: The Ped…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Constructing Virtual Worlds: Tracing the Historical Development of Learner Practices (2001)Constructing Virtual Worlds: …Healthy urban planning : a WHO guide to planning for people (2000)Healthy urban planning : a WH…Civic Responsibility and Higher Education (2000)Civic Responsibility and High…Game Mechanics in the Design of a Collaborative 3D Serious Game (2014)Game Mechanics in the Design …Three Things Game Designers Need to Know About Assessment (2012)Three Things Game Designers N…Using a game environment to foster collaborative learning: a design‐based study (2011)Using a game environment to f…Mentor modeling: the internalization of modeled professional thinking in an epistemic game (2010)Mentor modeling: the internal…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)Schooling and the Acquisition of Knowledge (1978)The archeology of knowledge (1995)A Qualitative Meta-Analysis of Computer Games as Learning Tools (2009)The research and evaluation of serious games: Toward a comprehensive methodology (2013)Designing and integrating purposeful learning in game play: a systematic review (2015)Mind in Society: The Development of Higher Psychological Processes (1978)Naturalistic inquiry (1985)Developing an Empirical Account of a Community of Practice: Characterizing the Essential Tensions (2002)Smart People or Smart Contexts? Cognition, Ability, and Talent Development in an Age of Situated Approaches to Knowing and Learning (2002)Handbook of Research on Effective Electronic Gaming in Education (2009)The Reflective Practitioner: How Professionals Think in Action (1985)Situated Learning (1991)Science games and the development of scientific possible selves (2012)Unpacking FIFA play as text and action in literacy practices in and out of school (2019)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Before Every Child Is Left Behind: How Epistemic Games Can Solve the Coming Crisis in Education (2005)Augmented deliberation: Merging physical and virtual interaction to engage communities in urban planning (2010)Augmented Reality as a Navigation Tool to Employment Opportunities for Postsecondary Education Students With Intellectual Disabilities and Autism (2015)Democracy and Education (2015)Democracy, Civic Participation, and the University: A Comparative Study of Civic Engagement on Five Campuses (2004)The role of universities in advancing citizenship and social justice in the 21st century (2006)Promoting Participation in a Diverse Democracy (2010)Mobile game‐based learning in secondary education: engagement, motivation and learning in a mobile city game (2009)A concept map-embedded educational computer game for improving students' learning performance in natural science courses (2013)Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness (2013)From Content to Context: Videogames as Designed Experience (2006)Digital Games in Education (2007)Motivating Children to Learn Effectively: Exploring the Value of Intrinsic Integration in Educational Games (2011)Planning Theory's Emerging Paradigm: Communicative Action and Interactive Practice (1995)Collaborative Planning in Perspective (2003)Insurgent Planning: Situating Radical Planning in the Global South (2009)Guest Editorial: Health, Equity, and the Built Environment (2005)Healthy urban planning in European cities (2009)Public things, excremental politics, and the infrastructure of bare life in Ghana's city of Tema (2014)
this work references cited by second hop

References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2020Planning in the Public Domain: From Knowledge to Action1,482 cited
  • 2005Video Games and the Future of Learning1,120 cited
  • 2006How Computer Games Help Children Learn1,041 cited
  • 2000Civic Responsibility and Higher Education626 cited
  • 2005Epistemic frames for epistemic games472 cited
  • 2001Constructing Virtual Worlds: Tracing the Historical Development of Learner Practices187 cited
  • 2000Healthy urban planning : a WHO guide to planning for people135 cited
  • 2005Augmented by Reality: The Pedagogical Praxis of Urban Planning as a Pathway to Ecological Thinking65 cited

Cited by

  • 2010Mentor modeling: the internalization of modeled professional thinking in an epistemic game60 cited
  • 2011Using a game environment to foster collaborative learning: a design‐based study44 cited
  • 2014Game Mechanics in the Design of a Collaborative 3D Serious Game39 cited
  • 2012Three Things Game Designers Need to Know About Assessment38 cited

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