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From hackers to luddites, game players to game creators: Profiles of adolescent students using technology
10 references·0 citing·37 second hop
From hackers to luddites, game players to game creators: Profiles of adolescent students using technology (1998)From hackers to luddites, game players to…Girls' Preferences in Software Design: Insights from a Focus Group (1996)Girls' Preferences in Softwar…Putting the computer in its place: a study of teaching with technology (1994)Putting the computer in its p…Project-Based Learning: Pursuits with a Purpose. (1994)Project-Based Learning: Pursu…Authentic Activity as a Model for Appropriate Learning Activity: Implications for Design of Computer-Based Simulations (1994)Authentic Activity as a Model…We Have Never-Forgetful Flowers In Our Garden: Girls'' Responses to Electronic Games (1993)We Have Never-Forgetful Flowe…The Video Generation. (1992)The Video Generation.Video Kids: Making Sense of Nintendo (1991)Video Kids: Making Sense of N…Making the Computer Neuter (1985)Making the Computer NeuterComputers As Tools of the Intellect (1985)Computers As Tools of the Int…Teachers of Mathematics (1948)Teachers of MathematicsEquity in School Computer Use: National Data and Neglected Considerations (1987)Sex Bias in Educational Software: The Effect of Designers' Stereotypes on the Software They Design1 (1987)Minds in play: computer game design as a context for children's learning (1995)Design vs. Content: A Study of Adolescent Girls' Website Design Preferences (2004)How the Perceived Masculinity and/or Femininity of Software Applications Influences Students' Software Preferences (2005)Teachers and Machines: The Classroom Use of Technology since 1920 (1986)Writing: Teachers and Children at Work (1986)Flexibility in access, interaction and assessment: The case for web-based teaching programs (1997)Writing development of Arab and Jewish students using cooperative learning (CL) and computer-mediated communication (CMC) (2002)Understanding the relationship between ICT and education means exploring innovation and change (2006)The educational researcher (2021)The Second Self: Computers and the Human Spirit (1986)Reflections on Gender and Science (1987)Women's Ways of Knowing: The Development of Self, Voice, and Mind (1988)A classroom study (1995)"Girls don't waste time" (2006)Gender differences in students’ mathematics game playing (2011)Witchcraft, Oracles and Magic among the Azande (1937)Orality and Literacy (1982)Information Technologies: What You See Is Not (Always) What You Get (1985)Mind and Media: The Epistemic Functions of Literacy (1988)Handbook of Research on Collaborative Learning Using Concept Mapping (2010)Witchcraft, Oracles and Magic Among the Azande (2017)The Impact of Home Computer Use on Children's Activities and Development (2000)The impact of computer use on children's and adolescents' development (2001)The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing (2009)Curriculum Integration: Teaching In, Through, and About Dance in Primary and Secondary Education (2001)Massively Multiplayer Online Video Gaming as Participation in a Discourse (2006)Still a Man's Game: Gender Representation in Online Reviews of Video Games (2006)Turkish Prospective Teachers' Perceptions regarding the Use of Computer Games with Educational Features (2006)Gender equity in computer learning (1986)National Trends in Computer Use Among Canadian Secondary School Students (1989)BOYS, GIRLS, AND E-MAIL: A Case Study in Finnish Senior Secondary Schools (1992)A Study of the Efficacy of Project-based Learning Integrated with Computer- based Simulation - STELLA (2010)Number Sense as Situated Knowing in a Conceptual Domain (1991)Applying Covariational Reasoning While Modeling Dynamic Events: A Framework and a Study (2002)Ontological Innovation and the Role of Theory in Design Experiments (2004)
this work references cited by second hop

References

  • 1948Teachers of Mathematics646 cited
  • 1991Video Kids: Making Sense of Nintendo319 cited
  • 1994Project-Based Learning: Pursuits with a Purpose.95 cited
  • 1994Putting the computer in its place: a study of teaching with technology91 cited
  • 1993We Have Never-Forgetful Flowers In Our Garden: Girls'' Responses to Electronic Games89 cited
  • 1992The Video Generation.56 cited
  • 1996Girls' Preferences in Software Design: Insights from a Focus Group48 cited
  • 1985Computers As Tools of the Intellect33 cited
  • 1985Making the Computer Neuter30 cited
  • 1994Authentic Activity as a Model for Appropriate Learning Activity: Implications for Design of Computer-Based Simulations15 cited

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