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Authentic game-based learning and teachers’ dilemmas in reconstructing professional practice
16 references·1 citing·36 second hop
Authentic game-based learning and teachers’ dilemmas in reconstructing professional practice (2014)Authentic game-based learning and teacher…Digital Game-Based Learning (2020)Digital Game-Based LearningOur Princess Is in Another Castle (2012)Our Princess Is in Another Ca…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…Good Education in an Age of Measurement: Ethics, Politics, Democracy (2010)Good Education in an Age of M…Educational Researcher (2010)Educational ResearcherWhat Video Games Have to Teach Us About Learning and Literacy (2007)What Video Games Have to Teac…Teacher pedagogical beliefs: The final frontier in our quest for technology integration? (2005)Teacher pedagogical beliefs: …Multiple Case Study Analysis (2005)Multiple Case Study AnalysisWhat Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Practice makes practice: a critical study of learning to teach (2003)Practice makes practice: a cr…Digital game-based learning (2003)Digital game-based learningCulture and the development of children's action: a theory of human development (1998)Culture and the development o…A Post-Modern Perspective on Curriculum (1993)A Post-Modern Perspective on …The Logic of Practice (1990)The Logic of PracticeThe Dialogic Imagination: Four Essays (1982)The Dialogic Imagination: Fou…Logic: The Theory of Inquiry. (1940)Logic: The Theory of Inquiry.Student, parent, and teacher perceptions towards digital educational games: How they differ and influence each other (2021)Student, parent, and teacher …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)Handbook of research on teaching (1986)Teachers' Beliefs and Educational Research: Cleaning up a Messy Construct (1992)Self-Efficacy: The Exercise of Control (1999)Teacher Technology Change (2010)Teacher beliefs and technology integration practices: A critical relationship (2012)What is Technological Pedagogical Content Knowledge (TPACK)? (2013)Games, Motivation, and Learning: A Research and Practice Model (2002)Why do people play on-line games? An extended TAM with social influences and flow experience (2003)Enjoyment: At the Heart of Media Entertainment (2004)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Handbook of Self-Regulation of Learning and Performance (2017)Case Study As a Research Method (2007)Rigour in qualitative case-study research (2013)Education at a Glance 2021 (2021)Narrative configuration in qualitative analysis (1995)Reconceptualizing Organizational Routines as a Source of Flexibility and Change (2003)The Practice Turn in Contemporary Theory (2005)Qualitative Analysis for Social Scientists (1987)Stories of Experience and Narrative Inquiry (1990)Psychological Safety and Learning Behavior in Work Teams (1999)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)Reconsidering research on teachers’ professional identity (2004)Translanguaging in the Bilingual Classroom: A Pedagogy for Learning and Teaching? (2010)The Theory and Practice of Online Learning (2008)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Objectivism versus constructivism: Do we need a new philosophical paradigm? (1991)Teacher Turnover and Teacher Shortages: An Organizational Analysis (2001)What Makes Professional Development Effective? Strategies That Foster Curriculum Implementation (2007)Digital Natives, Digital Immigrants Part 1 (2001)Foundations of Game-Based Learning (2015)
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References

  • 1990The Logic of Practice17,255 cited
  • 1982The Dialogic Imagination: Four Essays7,540 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2005Multiple Case Study Analysis4,741 cited
  • 2003Digital game-based learning3,104 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
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  • 1993A Post-Modern Perspective on Curriculum711 cited
  • 1998Culture and the development of children's action: a theory of human development

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  • 2021Student, parent, and teacher perceptions towards digital educational games: How they differ and influence each other30 cited