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Designs for learning and ludic engagement
8 references·1 citing·31 second hop
Designs for learning and ludic engagement (2008)Designs for learning and ludic engagementChild's Conception of the World (2013)Child's Conception of the Wor…Designs for Learning - A Theoretical Perspective (2008)Designs for Learning - A Theo…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…Powerplay: Toys As Popular Culture (1996)Powerplay: Toys As Popular Cu…Toys as Culture (1987)Toys as CultureTruth and Method (1960)Truth and MethodLes jeux et les hommes (1960)Les jeux et les hommesGamification of Declarative Process Models for Learning and Model Verification (2016)Gamification of Declarative P…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)DECLARE: Full Support for Loosely-Structured Processes (2007)From game design elements to gamefulness (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Temps et récit (1983)Assessment in the Perspective of a Social Semiotic Theory of Multimodal Teaching and Learning (2009)Educational Assessment in the 21st Century (2009)Handbook of Research on Improving Learning and Motivation through Educational Games (2011)Childhoods in the Majority World: Miniature Adults or Tribal Children? (2003)Structure, Agency, and Pedagogy in Children’s Media Culture (2004)The Color of Children’s Gender Stereotypes (2011)Endogenous fantasy and learning in digital games (2005)Classifying Serious Games (2011)Leveraging Mobile Games for Place-Based Language Learning (2011)Accommodation of a scientific conception: Toward a theory of conceptual change (1982)On seeing human: A three-factor theory of anthropomorphism. (2007)Misinformation and Its Correction (2012)The Foundations of Social Research: Meaning and Perspective in the Research Process (1998)A Set of Principles for Conducting and Evaluating Interpretive Field Studies in Information Systems1 (1999)The ethics of algorithms: Mapping the debate (2016)School Recess: Implications for Education and Development (1993)Bringing Children (and Parents) into the Sociology of Consumption (2004)Play, Playfulness, Creativity and Innovation (2014)Playing Symbolically with Death in Extreme Sports (2000)Videogames of the oppressed :videogames as a means for critical thinking and debate (2001)Unit Operations: An Approach to Videogame Criticism (2006)
this work references cited by second hop

References

  • 1960Truth and Method9,247 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2013Child's Conception of the World2,675 cited
  • 2004What video games have to teach us about learning and literacy485 cited
  • 1960Les jeux et les hommes272 cited
  • 1987Toys as Culture172 cited
  • 2008Designs for Learning - A Theoretical Perspective102 cited
  • 1996Powerplay: Toys As Popular Culture98 cited

Cited by

  • 2016Gamification of Declarative Process Models for Learning and Model Verification14 cited

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