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Video gaming as digital media, play, and family routine: implications for understanding video gaming and learning in family contexts
16 references·1 citing·36 second hop
Video gaming as digital media, play, and family routine: implications for understanding video gaming and learning in family contexts (2016)Video gaming as digital media, play, and …The Ambiguity of Play (2009)The Ambiguity of PlayThe ‘digital natives’ debate: A critical review of the evidence (2008)The ‘digital natives’ debate:…Digital Literacies: concepts, policies and practices (2008)Digital Literacies: concepts,…Good Video Games and Good Learning (2007)Good Video Games and Good Lea…Educating the Net Generation (2005)Educating the Net GenerationWhat Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Situated Language and Learning: A Critique of Traditional Schooling (2004)Situated Language and Learnin…What video games have to teach us about learning and literacy (2003)What video games have to teac…The Internet in Everyday Life (2002)The Internet in Everyday LifeA review of 50 years of research on naturally occurring family routines and rituals: Cause for celebration? (2002)A review of 50 years of resea…Digital Natives, Digital Immigrants Part 1 (2001)Digital Natives, Digital Immi…Developing a scale to assess three styles of television mediation: “Instructive mediation,” “restrictive mediation,” and “social coviewing” (1999)Developing a scale to assess …Animal Play Behavior (1981)Animal Play BehaviorThe Ecology of Human Development (1979)The Ecology of Human Developm…The ecology of human development : experiments by nature and design (1979)The ecology of human developm…Toward an experimental ecology of human development. (1977)Toward an experimental ecolog…Families Playing Animal Crossing Together: Coping With Video Games During the COVID-19 Pandemic (2021)Families Playing Animal Cross…Hamlet on the Holodeck (1997)The Theory and Practice of Online Learning (2008)e-Learning, online learning, and distance learning environments: Are they the same? (2010)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)Digital game-based learning (2003)Digital Natives, Digital Immigrants (2013)Covid-19 pandemic and online learning: the challenges and opportunities (2020)A DYNAMIC THEORY OF PERSONALITY (1936)Construct validity in psychological tests. (1955)A handbook of contemporary soviet psychology (1970)The Determinants of Parenting: A Process Model (1984)The Bioecological Model of Human Development (2007)Learning by Expanding (2014)Experiential Learning : Experience as the Source of Learning and Development (1983)Cognitive Load During Problem Solving: Effects on Learning (1988)Digital natives: Where is the evidence? (2009)Are digital natives a myth or reality? University students’ use of digital technologies (2010)Understanding Generation Y and their use of social media: a review and research agenda (2013)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)Invisible and visible language planning: ideological factors in the family language policy of Chinese immigrant families in Quebec (2009)“Together we are better”: Professional learning networks for teachers (2016)Students’ perception of Kahoot!’s influence on teaching and learning (2018)Sport-Specific Practice and the Development of Expert Decision-Making in Team Ball Sports (2003)The Playing Learning Child: Towards a pedagogy of early childhood (2008)Leisure and Subjective Well-Being: A Model of Psychological Mechanisms as Mediating Factors (2013)Ecology of the family as a context for human development: Research perspectives. (1986)The world report on violence and health (2002)Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)The Lifelong Effects of Early Childhood Adversity and Toxic Stress (2011)
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References

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  • 2001Digital Natives, Digital Immigrants Part 111,096 cited
  • 1977Toward an experimental ecology of human development.10,833 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
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  • 2008The ‘digital natives’ debate: A critical review of the evidence2,957 cited
  • 2004Situated Language and Learning: A Critique of Traditional Schooling2,321 cited
  • 2005Educating the Net Generation2,290 cited
  • 2009The Ambiguity of Play1,313 cited
  • 2002The Internet in Everyday Life1,184 cited
  • 2007Good Video Games and Good Learning1,059 cited
  • 2008Digital Literacies: concepts, policies and practices1,021 cited
  • 1981Animal Play Behavior859 cited
  • 1999Developing a scale to assess three styles of television mediation: “Instructive mediation,” “restrictive mediation,” and “social coviewing”766 cited
  • 2002A review of 50 years of research on naturally occurring family routines and rituals: Cause for celebration?

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753 cited

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  • 2021Families Playing Animal Crossing Together: Coping With Video Games During the COVID-19 Pandemic51 cited