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Spirit of the game: Empowering students as designers in schools?
15 references·5 citing·46 second hop
Spirit of the game: Empowering students as designers in schools? (2008)Spirit of the game: Empowering students a…The blackboard and the bottom line: why schools can't be businesses (2006)The blackboard and the bottom…Massively Multiplayer Online Video Gaming as Participation in a Discourse (2006)Massively Multiplayer Online …From Content to Context: Videogames as Designed Experience (2006)From Content to Context: Vide…Intrinsic and Extrinsic Motivational Orientations in the Classroom: Age Differences and Academic Correlates. (2005)Intrinsic and Extrinsic Motiv…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Standards, Accountability, and School Reform (2004)Standards, Accountability, an…What video games have to teach us about learning and literacy (2003)What video games have to teac…Patterns of engagement in authentic online learning environments (2003)Patterns of engagement in aut…The concept of activity in Soviet psychology (2002)The concept of activity in So…A Position Paper of the Association for Childhood Education International PLAY: Essential for all Children (2002)A Position Paper of the Assoc…Motivation in Education: Theory, Research, and Applications (1995)Motivation in Education: Theo…Toward a Theory of Intrinsically Motivating Instruction* (1981)Toward a Theory of Intrinsica…A new self-report scale of intrinsic versus extrinsic orientation in the classroom: Motivational and informational components. (1981)A new self-report scale of in…Mind in Society: The Development of Higher Psychological Processes (1978)Mind in Society: The Developm…The Problem of Activity in Psychology (1974)The Problem of Activity in Ps…Routledge International Handbook of Schools and Schooling in Asia (2018)Routledge International Handb…An empirical investigation on factors affecting perceived learning by training through simulations (2017)An empirical investigation on…State of play of digital games for empowerment and inclusion: a review of the literature and empirical cases (2012)State of play of digital game…The values of college students in business simulation game: A means-end chain approach (2011)The values of college student…GEARS a 3D Virtual Learning Environment and Virtual Social and Educational World Used in Online Secondary Schools (2009)GEARS a 3D Virtual Learning E…Evaluating constructivistic learning (1991)Computers as Theatre (1993)Qualitative Data Analysis: An Expanded Sourcebook (1994)Engagement, telepresence and interactivity in online consumer experience: Reconciling scholastic and managerial perspectives (2009)Authentic Learning Environments (2013)The influence of computer self-efficacy, metacognitive self-regulation and self-esteem on student engagement in online learning programs: Evidence from the virtual world of Second Life (2014)Science and Human Behavior (1953)Human Problem Solving (1972)Beyond boredom and anxiety (1975)Motivational and self-regulated learning components of classroom academic performance. 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(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)Experience and Education (1986)Situated Learning (1991)Gamification in Education: What, How, Why Bother? (2011)Our Princess Is in Another Castle (2012)What Are We Seeking to Sustain Through Culturally Sustaining Pedagogy? A Loving Critique Forward (2014)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Culture and the Self: Implications for Cognition, Emotion, and Motivation (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)A meta-analytic review of achievement goal measures: Different labels for the same constructs or different constructs with similar labels? (2010)A self-determination theory approach to predicting school achievement over time: the unique role of intrinsic motivation (2014)Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions (2020)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)Goal constructs in psychology: Structure, process, and content. 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this work references cited by second hop

References

  • 1978Mind in Society: The Development of Higher Psychological Processes53,480 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 1995Motivation in Education: Theory, Research, and Applications5,748 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 1981Toward a Theory of Intrinsically Motivating Instruction*2,197 cited
  • 2002The concept of activity in Soviet psychology2,114 cited
  • 1981A new self-report scale of intrinsic versus extrinsic orientation in the classroom: Motivational and informational components.1,349 cited
  • 2005Intrinsic and Extrinsic Motivational Orientations in the Classroom: Age Differences and Academic Correlates.1,298 cited
  • 2006From Content to Context: Videogames as Designed Experience1,091 cited
  • 2003Patterns of engagement in authentic online learning environments727 cited
  • 1974The Problem of Activity in Psychology664 cited
  • 2004Standards, Accountability, and School Reform636 cited
  • 2006Massively Multiplayer Online Video Gaming as Participation in a Discourse324 cited
  • 2002A Position Paper of the Association for Childhood Education International PLAY: Essential for all Children165 cited
  • 2006

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The blackboard and the bottom line: why schools can't be businesses
151 cited

Cited by

  • 2011The values of college students in business simulation game: A means-end chain approach60 cited
  • 2018Routledge International Handbook of Schools and Schooling in Asia52 cited
  • 2012State of play of digital games for empowerment and inclusion: a review of the literature and empirical cases38 cited
  • 2009GEARS a 3D Virtual Learning Environment and Virtual Social and Educational World Used in Online Secondary Schools35 cited
  • 2017An empirical investigation on factors affecting perceived learning by training through simulations7 cited