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Gaming Fluencies: Pathways into Participatory Culture in a Community Design Studio
16 references·1 citing·37 second hop
Gaming Fluencies: Pathways into Participatory Culture in a Community Design Studio (2009)Gaming Fluencies: Pathways into Participa…Reflective Practitioner (2014)Reflective PractitionerSerious games : mechanisms and effects (2009)Serious games : mechanisms an…Scratch (2009)ScratchBeyond Barbie and Mortal Kombat: new perspectives on gender and gaming (2009)Beyond Barbie and Mortal Komb…Confronting the Challenges of Participatory Culture: Media Education for the 21st Century (2006)Confronting the Challenges of…Playing and Making Games for Learning (2005)Playing and Making Games for …Designing to Learn About Complex Systems (2000)Designing to Learn About Comp…From Barbie® to Mortal Kombat (1998)From Barbie® to Mortal KombatFrom Barbie to Mortal Kombat: gender and computer games (1998)From Barbie to Mortal Kombat:…Quantifying Qualitative Analyses of Verbal Data: A Practical Guide (1997)Quantifying Qualitative Analy…A Pedagogy of Multiliteracies: Designing Social Futures (1996)A Pedagogy of Multiliteracies…A pedagogy of Multiliteracies Designing Social Futures (1996)A pedagogy of Multiliteracies…Minds in play: computer game design as a context for children's learning (1995)Minds in play: computer game …Toward a Design Science of Education (1992)Toward a Design Science of Ed…Textual poachers : television fans & participatory culture (1992)Textual poachers : television…Teachers and Machines: The Classroom Use of Technology since 1920 (1986)Teachers and Machines: The Cl…Video Game Making and Modding (2015)Video Game Making and ModdingMind in Society: The Development of Higher Psychological Processes (1978)Imagined Communities. Reflections on the Origin and Spread of Nationalism (1985)Situated Learning: Legitimate Peripheral Participation. (1994)Chapter 3 : Identity as an Analytic Lens for Research in Education (2000)What Video Games Have to Teach Us about Learning and Literacy (2004)“Multiliteracies”: New Literacies, New Learning (2009)Human Problem Solving (1972)Telling more than we can know: Verbal reports on mental processes. (1977)Basic Content Analysis (1990)Commonsense Conceptions of Emergent Processes: Why Some Misconceptions Are Robust (2005)Mathematics teachers’ “learning to notice” in the context of a video club (2007)Conducting Video Research in the Learning Sciences: Guidance on Selection, Analysis, Technology, and Ethics (2010)LITERACY IN THE NEW MEDIA AGE (2003)Natural-Born Cyborgs: Minds, Technologies, and the Future of Human Intelligence (2004)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)13 "DOES CULTURAL CAPITAL STRUCTURE AMERICAN CONSUMPTION?" (1998) (1998)Consumer Value: A Framework for Analysis and Research (1999)How Brand Community Practices Create Value (2009)Design Experiments: Theoretical and Methodological Challenges in Creating Complex Interventions in Classroom Settings (1992)The situativity of knowing, learning, and research. (1998)Design Research: Theoretical and Methodological Issues (2004)High Access and Low Use of Technologies in High School Classrooms: Explaining an Apparent Paradox (2001)What Makes Professional Development Effective? Strategies That Foster Curriculum Implementation (2007)Conducting Educational Design Research (2018)Digital Fabrication and ‘Making’ in Education (2013)Intrinsic motivation, curiosity, and learning (2016)Seven Affordances of Computer-Supported Collaborative Learning: How to Support Collaborative Learning? How Can Technologies Help? (2016)Organizational Learning and Communities-of-Practice: Toward a Unified View of Working, Learning, and Innovation (1991)A Dynamic Theory of Organizational Knowledge Creation (1994)Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)What video games have to teach us about learning and literacy (2003)Discourse (2005)The benefits of playing video games. (2013)An Overview of Serious Games (2014)Mapping learning and game mechanics for serious games analysis (2014)
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  • 2015Video Game Making and Modding40 cited