SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Learning in Context
9 references·8 citing·40 second hop
Learning in Context (2008)Learning in ContextWhy Video Games Are Good for Your Soul: Pleasure and Learning (2005)Why Video Games Are Good for …Playing and Making Games for Learning (2005)Playing and Making Games for …Epistemic frames for epistemic games (2005)Epistemic frames for epistemi…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Learning Conversations in Museums (2003)Learning Conversations in Mus…Working Women in America: Split Dreams (2000)Working Women in America: Spl…Engaging girls with computers through software games (2000)Engaging girls with computers…Writing Superheroes: Contemporary Childhood, Popular Culture, and Classroom Literacy (1998)Writing Superheroes: Contempo…From Barbie® to Mortal Kombat (1998)From Barbie® to Mortal KombatEquity and Diversity (2019)Equity and DiversityGaming the SySTEM: The Relationship Between Video Games and the Digital and STEM Divides (2018)Gaming the SySTEM: The Relati…"Minecraft," Teachers, Parents, and Learning: What They Need to Know and Understand. (2016)"Minecraft," Teachers, Parent…Video Game Making and Modding (2015)Video Game Making and ModdingVoices of Youth: Podcasting as a Means for Inquiry-Based Community Engagement (2009)Voices of Youth: Podcasting a…Training future language teachers to develop online tutors’ competence through reflective analysis (2009)Training future language teac…Glitch Game Testers: African American Men Breaking Open the Console (2009)Glitch Game Testers: African …Computational and cognitive infrastructures of stigma (2009)Computational and cognitive i…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)The incredible shrinking pipeline (1997)The media equation: how people treat computers, television, and new media like real people and places (1997)Why People Continue to Play Online Games: In Search of Critical Design Factors to Increase Customer Loyalty to Online Contents (2004)Gender and Computer Games: Exploring Females' Dislikes (2006)Flow experiences of children in an interactive social game environment (2007)Minds in play: computer game design as a context for children's learning (1995)Handbook of Research on Effective Electronic Gaming in Education (2009)Effects of video-game play on information processing: A meta-analytic investigation (2013)Constructionist Gaming: Understanding the Benefits of Making Games for Learning (2015)E-Moderating (2004)The Cambridge handbook of multimedia learning (2006)Sociocultural Theory and Second Language Learning (2013)Developing teachers' telecollaborative competences in online experiential learning (2016)Professional development in the transition to online teaching: The voice of entrant online instructors (2017)How pre-service English teachers enact TPACK in the context of web-conferencing teaching: A design thinking approach (2018)Literacy and Learning Out of School: A Review of Theory and Research (2001)Discussion-Based Approaches to Developing Understanding: Classroom Instruction and Student Performance in Middle and High School English (2003)Beyond Resistance! : youth activism and community change : new democratic possibilities for practice and policy for America's youth (2013)An Invitation to Feminist Research (2007)Whack! I've hit the glass ceiling! Women's efforts to gain status in surgery (2008)Socio-demographic Factors Influencing Career Decision-making among Undergraduate Psychology Students in South Africa (2012)Gender, Simulation, and Gaming: Research Review and Redirections (2010)Communication in multiplayer gaming: Examining player responses to gender cues (2012)“I Can Defend Myself” (2015)New learning elements of a science of education (2008)Video Games and Embodiment (2008)Embedding game-based problem-solving phase into problem-posing system for mathematics learning (2011)Using the contextual model of learning to understand visitor learning from a science center exhibition (2005)Salvaging science literacy (2010)
this work references cited by second hop

References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003Learning Conversations in Museums801 cited
  • 1998Writing Superheroes: Contemporary Childhood, Popular Culture, and Classroom Literacy644 cited
  • 2005Playing and Making Games for Learning576 cited
  • 2005Epistemic frames for epistemic games472 cited
  • 1998From Barbie® to Mortal Kombat354 cited
  • 2005Why Video Games Are Good for Your Soul: Pleasure and Learning257 cited
  • 2000Engaging girls with computers through software games233 cited
  • 2000Working Women in America: Split Dreams84 cited

Cited by

  • 2009Training future language teachers to develop online tutors’ competence through reflective analysis128 cited
  • 2018Gaming the SySTEM: The Relationship Between Video Games and the Digital and STEM Divides46 cited
  • 2015Video Game Making and Modding40 cited
  • 2016"Minecraft," Teachers, Parents, and Learning: What They Need to Know and Understand.34 cited
  • 2019Equity and Diversity31 cited
  • 2009Computational and cognitive infrastructures of stigma25 cited
  • 2009

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

Glitch Game Testers: African American Men Breaking Open the Console
19 cited
  • 2009Voices of Youth: Podcasting as a Means for Inquiry-Based Community Engagement17 cited