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A portal to student learning: what instruction librarians can learn from video game design
6 references·4 citing·34 second hop
A portal to student learning: what instruction librarians can learn from video game design (2008)A portal to student learning: what instru…Good Video Games + Good Learning: collected essays on video games, learning and literacy (2013)Good Video Games + Good Learn…Good Video Games and Good Learning (2007)Good Video Games and Good Lea…The Kids are Alright: How the Gamer Generation is Changing the Workplace (2006)The Kids are Alright: How the…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Scaffolding and Reflection in Course-Integrated Library Instruction (2004)Scaffolding and Reflection in…What video games have to teach us about learning and literacy (2003)What video games have to teac…A Case Study of the Use of the Game Minecraft and Its Affinity Spaces for Information Literacy Development in Teen Gamers (2014)A Case Study of the Use of th…Digital games in academic libraries: a review of games and suggested best practices (2012)Digital games in academic lib…Relativity in a rock field: A study of physics learning with a computer game (2011)Relativity in a rock field: A…An Investigation Into the Interactive Teaching Practices of Librarians in Information Literacy Instruction at the University of Auckland Library (2011)An Investigation Into the Int…Technology and social inclusion: rethinking the digital divide (2003)Handbook of Research on Effective Electronic Gaming in Education (2009)A scoping review of research on digital game-based language learning (2018)Handbook of Game-Based Learning. (2020)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)A Conceptual Analysis and Historical Overview of Information Literacy (1994)Faculty Culture and Bibliographic Instruction: An Exploratory Analysis (1995)A discipline-based approach to information literacy (2002)Evaluating the Impact of Information Literacy in Higher Education: Progress and Prospects (2008)Assessing the Value of Embedded Librarians in an Online Graduate Educational Technology Course (2010)Librarian perceptions and information literacy instruction models (2011)Information Literacy Competency Standards for Higher Education (2000)Plagiarism Intervention Using a Game-Based Tutorial in an Online Distance Education Course (2019)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Qualitative Research for Education: An Introduction to Theory and Methods (1997)Constructing grounded theory : a practical guide through qualitative analysis (2006)Managing Expectations (2016)Mind in Society: The Development of Higher Psychological Processes (1978)Experiential Learning : Experience as the Source of Learning and Development (1983)Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (1994)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)The Oxford Handbook of Culture and Psychology (2012)More Than Just Fun and Games: The Longitudinal Relationships Between Strategic Video Games, Self-Reported Problem Solving Skills, and Academic Grades (2013)Computer Games in Education (2018)Teaching for creativity: towards sustainable and replicable pedagogical practice (2008)Mobile game‐based learning in secondary education: engagement, motivation and learning in a mobile city game (2009)Mobile learning vs. traditional classroom lessons: a comparative study (2014)
this work references cited by second hop

References

  • 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
  • 2007Good Video Games and Good Learning1,059 cited
  • 2013Good Video Games + Good Learning: collected essays on video games, learning and literacy550 cited
  • 2006The Kids are Alright: How the Gamer Generation is Changing the Workplace122 cited
  • 2004Scaffolding and Reflection in Course-Integrated Library Instruction55 cited

Cited by

  • 2012Digital games in academic libraries: a review of games and suggested best practices49 cited
  • 2011Relativity in a rock field: A study of physics learning with a computer game40 cited
  • 2014A Case Study of the Use of the Game Minecraft and Its Affinity Spaces for Information Literacy Development in Teen Gamers10 cited
  • 2011An Investigation Into the Interactive Teaching Practices of Librarians in Information Literacy Instruction at the University of Auckland Library2 cited

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