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Creative thinking in digital game design and development: A case study
16 references·4 citing·38 second hop
Creative thinking in digital game design and development: A case study (2013)Creative thinking in digital game design …Qualitative Research: A Guide to Design and Implementation (2009)Qualitative Research: A Guide…Factors affecting technology integration in K-12 classrooms: a path model (2009)Factors affecting technology …Beyond Big and Little: The Four C Model of Creativity (2009)Beyond Big and Little: The Fo…What Video Games Have to Teach Us About Learning and Literacy (2007)What Video Games Have to Teac…How Computer Games Help Children Learn (2006)How Computer Games Help Child…Confronting the Challenges of Participatory Culture: Media Education for the 21st Century (2006)Confronting the Challenges of…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Creativity (2004)CreativityHigh Access and Low Use of Technologies in High School Classrooms: Explaining an Apparent Paradox (2001)High Access and Low Use of Te…An Introduction to Discourse Analysis: Theory and Method (1999)An Introduction to Discourse …Handbook of Qualitative Research (1994)Handbook of Qualitative Resea…Why Triangulate? (1988)Why Triangulate?Experience and Education (1986)Experience and EducationMind in Society: The Development of Higher Psychological Processes (1978)Mind in Society: The Developm…Man, Play, and Games. (1963)Man, Play, and Games.The art of thought (1926)The art of thoughtAge-related changes in creative thinking during late childhood: The contribution of cooperative learning (2023)Age-related changes in creati…Designing Engaging Educational Games and Assessing Engagement in Game-Based Learning (2017)Designing Engaging Educationa…A remix-oriented approach to promoting student engagement in a long-term participatory learning program (2017)A remix-oriented approach to …Designing Engaging Educational Games and Assessing Engagement in Game-Based Learning (2016)Designing Engaging Educationa…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)LITERACY IN THE NEW MEDIA AGE (2003)Natural-Born Cyborgs: Minds, Technologies, and the Future of Human Intelligence (2004)The Impact of Social Media on Children, Adolescents, and Families (2011)A comparative analysis of international frameworks for 21 st century competences: Implications for national curriculum policies (2012)Foundations of Game-Based Learning (2015)Creativity. (1950)Creativity In Context: Update To The Social Psychology Of Creativity (1996)Handbook of Child Psychology (2007)Rethinking Giftedness and Gifted Education (2011)Classroom contexts for creativity (2014)Handbook of Positive Psychology in Schools (2014)Chapter 3 : Identity as an Analytic Lens for Research in Education (2000)Choose Your Method: A Comparison of Phenomenology, Discourse Analysis, and Grounded Theory (2007)Understanding the science experiences of successful women of color: Science identity as an analytic lens (2007)Qualitative Research (2014)Metodologi Penelitian Kualitatif (2022)The Coding Manual for Qualitative Researchers (2022)Guiding creative talent. (1962)Affect and Creativity at Work (2005)In Praise of Convergent Thinking (2006)Edgework: A Social Psychological Analysis of Voluntary Risk Taking (1990)Performing tourism, staging tourism (2001)National Identity, Popular Culture and Everyday Life (2020)Determining Validity in Qualitative Inquiry (2000)Mixed Methods Research: A Research Paradigm Whose Time Has Come (2004)Consolidated criteria for reporting qualitative research (COREQ): a 32-item checklist for interviews and focus groups (2007)Stories of Experience and Narrative Inquiry (1990)Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)Qualitative Analysis for Social Scientists (1987)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)
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References

  • 1978Mind in Society: The Development of Higher Psychological Processes53,480 cited
  • 1994Handbook of Qualitative Research26,587 cited
  • 2009Qualitative Research: A Guide to Design and Implementation21,311 cited
  • 1986Experience and Education13,444 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 1999An Introduction to Discourse Analysis: Theory and Method6,084 cited
  • 2006Confronting the Challenges of Participatory Culture: Media Education for the 21st Century3,173 cited
  • 2009Beyond Big and Little: The Four C Model of Creativity2,663 cited
  • 1926The art of thought1,974 cited
  • 1963Man, Play, and Games.1,310 cited
  • 2001High Access and Low Use of Technologies in High School Classrooms: Explaining an Apparent Paradox1,232 cited
  • 2006How Computer Games Help Children Learn1,041 cited
  • 2004Creativity993 cited
  • 1988Why Triangulate?922 cited
  • 2009Factors affecting technology integration in K-12 classrooms: a path model827 cited
  • 2007What Video Games Have to Teach Us About Learning and Literacy

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  • 2017A remix-oriented approach to promoting student engagement in a long-term participatory learning program56 cited
  • 2016Designing Engaging Educational Games and Assessing Engagement in Game-Based Learning53 cited
  • 2023Age-related changes in creative thinking during late childhood: The contribution of cooperative learning51 cited
  • 2017Designing Engaging Educational Games and Assessing Engagement in Game-Based Learning50 cited