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Martian Boneyards
16 references·0 citing·36 second hop
Martian Boneyards (2012)Martian BoneyardsReality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …The Global Achievement Gap: Why Even Our Best Schools Don't Teach the New Survival Skills Our Children Need-And What We Can Do About It (2008)The Global Achievement Gap: W…Understanding the science experiences of successful women of color: Science identity as an analytic lens (2007)Understanding the science exp…Confronting the Challenges of Participatory Culture: Media Education for the 21st Century (2006)Confronting the Challenges of…The Second Self (2005)The Second SelfMaking learning fun: Quest Atlantis, a game without guns (2005)Making learning fun: Quest At…Facilitating Cognitive Presence in Online Learning: Interaction Is Not Enough (2005)Facilitating Cognitive Presen…The Uses of Argument (2003)The Uses of ArgumentThe Field behind the Screen: Using Netnography for Marketing Research in Online Communities (2002)The Field behind the Screen: …What Kind of a Girl Does Science? The Construction of School Science Identities (2000)What Kind of a Girl Does Scie…Virtual Ethnography (2000)Virtual EthnographySituated Learning: Legitimate Peripheral Participation. (1994)Situated Learning: Legitimate…Computer Support for Knowledge-Building Communities (1994)Computer Support for Knowledg…Situated Learning (1991)Situated LearningCognition in Practice (1988)Cognition in PracticeMind in Society: The Development of Higher Psychological Processes (1978)Mind in Society: The Developm…Naturalistic inquiry (1985)Using Online Conversations to Study Word-of-Mouth Communication (2004)Effects of Word-of-Mouth versus Traditional Marketing: Findings from an Internet Social Networking Site (2009)Consumer engagement in a virtual brand community: An exploratory analysis (2011)The Discovery of Grounded Theory (2017)Distinction: A Social Critique of the Judgement of Taste* (2018)Time and modality (1957)The interdisciplinary study of coordination (1994)Thematic networks: an analytic tool for qualitative research (2001)Analysing Discourse: Textual Analysis for Social Research (2003)LITERACY IN THE NEW MEDIA AGE (2003)Natural-Born Cyborgs: Minds, Technologies, and the Future of Human Intelligence (2004)Internet encyclopaedias go head to head (2005)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)Communities of practice learning, meaning, and identity (1999)Connecting high school physics experiences, outcome expectations, physics identity, and physics career choice: A gender study (2010)Inside the Double Bind: A Synthesis of Empirical Research on Undergraduate and Graduate Women of Color in Science, Technology, Engineering, and Mathematics (2011)Barriers to Faculty Pedagogical Change: Lack of Training, Time, Incentives, and…Tensions with Professional Identity? (2012)The benefits of playing video games. (2013)Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016)The Digital Workforce and the Workplace of the Future (2016)Situated Cognition and the Culture of Learning (1989)Organizational Learning and Communities-of-Practice: Toward a Unified View of Working, Learning, and Innovation (1991)What Video Games Have to Teach Us about Learning and Literacy (2004)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)Introduction: epistemic communities and international policy coordination (1992)Using Technology and Constituting Structures: A Practice Lens for Studying Technology in Organizations (2000)What video games have to teach us about learning and literacy (2003)Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)Ethnography: problems and prospects (2006)Social Media Ethnography: The Digital Researcher in a Messy Web (2012)Temporal Work in Strategy Making (2012)
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References

  • 1978Mind in Society: The Development of Higher Psychological Processes53,480 cited
  • 1994Situated Learning: Legitimate Peripheral Participation.39,454 cited
  • 1991Situated Learning33,773 cited
  • 2003The Uses of Argument7,144 cited
  • 1988Cognition in Practice5,157 cited
  • 2002The Field behind the Screen: Using Netnography for Marketing Research in Online Communities3,970 cited
  • 2006Confronting the Challenges of Participatory Culture: Media Education for the 21st Century3,191 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2007Understanding the science experiences of successful women of color: Science identity as an analytic lens2,426 cited
  • 2000Virtual Ethnography2,411 cited
  • 1994Computer Support for Knowledge-Building Communities2,164 cited
  • 2005Facilitating Cognitive Presence in Online Learning: Interaction Is Not Enough1,474 cited
  • 2005Making learning fun: Quest Atlantis, a game without guns949 cited
  • 2008The Global Achievement Gap: Why Even Our Best Schools Don't Teach the New Survival Skills Our Children Need-And What We Can Do About It867 cited
  • 2000What Kind of a Girl Does Science? The Construction of School Science Identities

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596 cited
  • 2005The Second Self566 cited
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