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Learning metaphor through mixed-reality game design and game play
16 references·0 citing·37 second hop
Learning metaphor through mixed-reality game design and game play (2008)Learning metaphor through mixed-reality g…Guided, Cooperative Learning and Individual Knowledge Acquisition (2018)Guided, Cooperative Learning …The Ambiguity of Play (2009)The Ambiguity of PlayConfronting 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…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Metaphors We Live By (2003)Metaphors We Live ByThe way we think: conceptual blending and the mind's hidden complexities (2002)The way we think: conceptual …Multimodal Discourse: The Modes and Media of Contemporary Communication (2002)Multimodal Discourse: The Mod…Multimodal Discourse: The Modes and Media of Contemporary Communication (2001)Multimodal Discourse: The Mod…Teaching and Learning with SimCity 2000 (1998)Teaching and Learning with Si…Effects of familiarity and aptness on metaphor processing. (1993)Effects of familiarity and ap…The Reflective Practitioner: How Professionals Think in Action (1985)The Reflective Practitioner: …The reflective practitioner: How professionals think in action (1984)The reflective practitioner: …What Makes Things Fun to Learn? A Study of Intrinsically Motivating Computer Games. (1981)What Makes Things Fun to Lear…What makes things fun to learn? heuristics for designing instructional computer games (1980)What makes things fun to lear…Social Class and the Hidden Curriculum of Work (1980)Social Class and the Hidden C…Lenin and Philosophy and Other Essays (1971)Reproduction in Education, Society and Culture (1978)Reproduction in Education, Society and Culture (1979)Social Class and School Knowledge (1981)Critical Ethnography in Education: Origins, Current Status, and New Directions (1989)The (Racially Neutral) Politics of Education: A Critical Race Theory Perspective (2003)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)The Semantics of English Prepositions (2003)With the Future Behind Them: Convergent Evidence From Aymara Language and Gesture in the Crosslinguistic Comparison of Spatial Construals of Time (2006)Language as shaped by the brain (2008)Discourse Analysis as Theory and Method (2002)The Language of Evaluation: Appraisal in English (2005)Multimodality: A Social Semiotic Approach to Contemporary Communication (2011)Bridging Epistemologies: The Generative Dance Between Organizational Knowledge and Organizational Knowing (1999)Knowledge and Organization: A Social-Practice Perspective (2001)Managing the co-creation of value (2007)Sport-Specific Practice and the Development of Expert Decision-Making in Team Ball Sports (2003)The Playing Learning Child: Towards a pedagogy of early childhood (2008)Leisure and Subjective Well-Being: A Model of Psychological Mechanisms as Mediating Factors (2013)Qualitative Analysis for Social Scientists (1987)The contemporary theory of metaphor (1993)A Dynamic Theory of Organizational Knowledge Creation (1994)Teaching For Quality Learning At University (1999)Design science in information systems research (2004)Learning by Expanding (2014)A useful methodological synergy? Combining critical discourse analysis and corpus linguistics to examine discourses of refugees and asylum seekers in the UK press (2008)Multimodality and Literacy in School Classrooms (2008)
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References

  • 2003Metaphors We Live By25,220 cited
  • 1985The Reflective Practitioner: How Professionals Think in Action21,268 cited
  • 1984The reflective practitioner: How professionals think in action19,752 cited
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  • 2002The way we think: conceptual blending and the mind's hidden complexities5,327 cited
  • 2002Multimodal Discourse: The Modes and Media of Contemporary Communication3,353 cited
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  • 2006Confronting the Challenges of Participatory Culture: Media Education for the 21st Century3,173 cited
  • 1980Social Class and the Hidden Curriculum of Work1,541 cited
  • 2009The Ambiguity of Play1,313 cited
  • 2018Guided, Cooperative Learning and Individual Knowledge Acquisition1,098 cited
  • 1980What makes things fun to learn? heuristics for designing instructional computer games758 cited
  • 2004What video games have to teach us about learning and literacy575 cited
  • 1981What Makes Things Fun to Learn? A Study of Intrinsically Motivating Computer Games.434 cited
  • 1993Effects of familiarity and aptness on metaphor processing.

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  • 1998Teaching and Learning with SimCity 2000153 cited
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