SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Learning in virtual worlds: Using communities of practice to explain how people learn from play
16 references·0 citing·34 second hop
Learning in virtual worlds: Using communities of practice to explain how people learn from play (2009)Learning in virtual worlds: Using communi…FACTORS THAT INFLUENCE STUDENTS’ DECISION TO DROPOUT OF ONLINE COURSES (2009)FACTORS THAT INFLUENCE STUDEN…Cognition and Literacy in Massively Multiplayer Online Games (2008)Cognition and Literacy in Mas…Reconfiguring Interactivity, Agency and Pleasure in the Education and Computer Games Debate — Using Žižek's Concept of Interpassivity to Analyse Educational Play (2005)Reconfiguring Interactivity, …How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? (2005)How can exploratory learning …What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…FACTORS THAT INFLUENCE STUDENTS’ DECISION TO DROPOUT OF ONLINE COURSES (2004)FACTORS THAT INFLUENCE STUDEN…What video games have to teach us about learning and literacy (2003)What video games have to teac…Cultural Framing of Computer/Video Games. (2002)Cultural Framing of Computer/…Handbook of qualitative research (1999)Handbook of qualitative resea…Communities of practice learning, meaning, and identity (1999)Communities of practice learn…Communities of Practice (1998)Communities of PracticeA social network study of the growth of community among distance learners (1998)A social network study of the…Handbook of Qualitative Research (1994)Handbook of Qualitative Resea…Conative and affective process analyses (1987)Conative and affective proces…The Discovery of Grounded Theory: Strategies for Qualitative Research. (1968)The Discovery of Grounded The…The Discovery of Grounded Theory; Strategies for Qualitative Research (1968)The Discovery of Grounded The…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)Experiential Learning : Experience as the Source of Learning and Development (1983)New Vocabularies in Film Semiotics (2005)Learning in immersive worlds: A review of game-based learning (2006)Educational game design for online education (2008)Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)Leaving College: Rethinking the Causes and Cures of Student Attrition (1987)Leaving College: Rethinking the Causes and Cures of Student Attrition (1988)What's the Difference? A Review of Contemporary Research on the Effectiveness of Distance Learning in Higher Education. (1999)Attrition in Online and Campus Degree Programs. (2009)The Role of Interactivity in Student Satisfaction and Persistence in Online Learning (2014)The influence of motivation and adaptation on students’ subjective well-being, meaning in life and academic performance (2015)Theory Building From Cases: Opportunities And Challenges (2007)Purposeful Sampling for Qualitative Data Collection and Analysis in Mixed Method Implementation Research (2013)Sample Size in Qualitative Interview Studies (2015)The Discovery of Grounded Theory (2017)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)Clusters and knowledge: local buzz, global pipelines and the process of knowledge creation (2004)Problem-Based Learning: What and How Do Students Learn? (2004)Determining Validity in Qualitative Inquiry (2000)Mixed Methods Research: A Research Paradigm Whose Time Has Come (2004)Consolidated criteria for reporting qualitative research (COREQ): a 32-item checklist for interviews and focus groups (2007)How Many Interviews Are Enough? (2005)Seeking Qualitative Rigor in Inductive Research (2012)Using thematic analysis in psychology (2006)Thematic Analysis (2017)
this work references cited by second hop

References

  • 1968The Discovery of Grounded Theory: Strategies for Qualitative Research.46,361 cited
  • 1968The Discovery of Grounded Theory; Strategies for Qualitative Research39,440 cited
  • 1999Communities of practice learning, meaning, and identity28,353 cited
  • 1994Handbook of Qualitative Research26,587 cited
  • 1998Communities of Practice23,452 cited
  • 1999Handbook of qualitative research9,036 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2005How can exploratory learning with games and simulations within the curriculum be most effectively evaluated?751 cited
  • 2009FACTORS THAT INFLUENCE STUDENTS’ DECISION TO DROPOUT OF ONLINE COURSES446 cited
  • 2002Cultural Framing of Computer/Video Games.329 cited
  • 2004FACTORS THAT INFLUENCE STUDENTS’ DECISION TO DROPOUT OF ONLINE COURSES146 cited
  • 2008Cognition and Literacy in Massively Multiplayer Online Games134 cited
  • 1987Conative and affective process analyses110 cited
  • 1998A social network study of the growth of community among distance learners73 cited

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

2005
Reconfiguring Interactivity, Agency and Pleasure in the Education and Computer Games Debate — Using Žižek's Concept of Interpassivity to Analyse Educational Play
48 cited

Cited by

No citing works inside the corpus for this window.