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Worlding through Play: Alternate Reality Games, Large-Scale Learning, and the Source
16 references·0 citing·44 second hop
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References

  • 1978Mind in Society: The Development of Higher Psychological Processes53,480 cited
  • 2015Democracy and Education10,891 cited
  • 2004Situated Language and Learning: A Critique of Traditional Schooling2,321 cited
  • 2012Education for Life and Work: Developing Transferable Knowledge and Skills in the 21st Century2,035 cited
  • 2012Our Princess Is in Another Castle737 cited
  • 2002Young People and New Media: Childhood and the Changing Media Environment605 cited
  • 2011Critical Making: Conceptual and Material Studies in Technology and Social Life577 cited
  • 1997American Education: A History306 cited
  • 2007Gaming literacies: A game design study in action208 cited
  • 2004Status and Trends in the Education of Blacks145 cited
  • 2008Gaming Literacy: Game Design as a Model for Literacy in the Twenty-First Century109 cited
  • 2013Loyalty 3.0: How to Revolutionize Customer and Employee Engagement with Big Data and Gamification85 cited
  • 2002Promoting literacy in a digital age: approaches to training for information literacy68 cited
  • 2009Games and Learning: What's the Connection?55 cited
  • 2011Rethinking the Library Game: Creating an Alternate Reality with Social Media

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38 cited
  • 2013Designing reusable alternate reality games37 cited
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