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Modding the global classroom? Serious video games and teacher reflection
16 references·0 citing·35 second hop
Modding the global classroom? Serious video games and teacher reflection (2011)Modding the global classroom? Serious vid…Art as Experience (1934) (2026)Art as Experience (1934)Democracy and Education (2015)Democracy and EducationDigital Natives, Digital Immigrants (2012)Digital Natives, Digital Immi…From Content to Context: Videogames as Designed Experience (2006)From Content to Context: Vide…Video Games and the Future of Learning (2005)Video Games and the Future of…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Video Games in Education (2003)Video Games in EducationHistorical thinking and other unnatural acts: charting the future of teaching the past (2002)Historical thinking and other…Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. (2000)Video games and aggressive th…Qualitative inquiry and research design: choosing among five traditions. (1998)Qualitative inquiry and resea…Teaching With Technology: Creating Student-Centered Classrooms (1997)Teaching With Technology: Cre…Reflective teaching and teacher education (1989)Reflective teaching and teach…Educating the Reflective Practitioner: Toward a New Design for Teaching and Learning in the Professions (1987)Educating the Reflective Prac…Teachers and Machines: The Classroom Use of Technology since 1920 (1986)Teachers and Machines: The Cl…The Reflective Practitioner: How Professionals Think in Action (1985)The Reflective Practitioner: …How we think. (1910)How we think.Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)Cultivating Communities of Practice: A Guide to Managing Knowledge (2002)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Foundations of Game-Based Learning (2015)Aggression: A Social Learning Analysis (1973)The Aggression Questionnaire. (1992)A review and reformulation of social information-processing mechanisms in children's social adjustment. (1994)Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature (2001)Human Aggression (2002)Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. (2010)Some Social Requisites of Democracy: Economic Development and Political Legitimacy (1959)Stories of Experience and Narrative Inquiry (1990)What Is Agency? (1998)Qualitative Analysis for Social Scientists (1987)Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)Determining Validity in Qualitative Inquiry (2000)How Many Interviews Are Enough? (2005)A General Inductive Approach for Analyzing Qualitative Evaluation Data (2006)Reflection in teacher education: Towards definition and implementation (1995)Knowledge and Organization: A Social-Practice Perspective (2001)Adding It Up: Helping Children Learn Mathematics (2013)Design Experiments: Theoretical and Methodological Challenges in Creating Complex Interventions in Classroom Settings (1992)What Do New Views of Knowledge and Thinking Have to Say About Research on Teacher Learning? (2000)Design-based research and technology-enhanced learning environments (2005)Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently? (2001)Scratch (2009)Covid-19 pandemic and online learning: the challenges and opportunities (2020)Teaching For Quality Learning At University (1999)Teaching For Quality Learning At University (1999)Design science in information systems research (2004)Cognitive Load During Problem Solving: Effects on Learning (1988)Teachers' Beliefs and Educational Research: Cleaning up a Messy Construct (1992)Critical Inquiry in a Text-Based Environment: Computer Conferencing in Higher Education (1999)
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References

  • 1985The Reflective Practitioner: How Professionals Think in Action21,313 cited
  • 1998Qualitative inquiry and research design: choosing among five traditions.18,565 cited
  • 2015Democracy and Education10,934 cited
  • 1910How we think.9,410 cited
  • 2012Digital Natives, Digital Immigrants7,107 cited
  • 1987Educating the Reflective Practitioner: Toward a New Design for Teaching and Learning in the Professions6,908 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2026Art as Experience (1934)5,233 cited
  • 2000Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life.1,955 cited
  • 1986Teachers and Machines: The Classroom Use of Technology since 19201,696 cited
  • 2002Historical thinking and other unnatural acts: charting the future of teaching the past1,301 cited
  • 2005Video Games and the Future of Learning1,178 cited
  • 2006From Content to Context: Videogames as Designed Experience1,161 cited
  • 1997Teaching With Technology: Creating Student-Centered Classrooms999 cited
  • 2003Video Games in Education714 cited
  • 1989

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Reflective teaching and teacher education
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