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Conceptual Play Spaces
12 references·1 citing·44 second hop
Conceptual Play Spaces (2009)Conceptual Play SpacesSituationally embodied curriculum: Relating formalisms and contexts (2007)Situationally embodied curric…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…Making learning fun: Quest Atlantis, a game without guns (2005)Making learning fun: Quest At…Eat Your Vegetables and Do Your Homework: A Design Based Investigation of Enjoyment and Meaning in Learning (2005)Eat Your Vegetables and Do Yo…Design-Based Research: Putting a Stake in the Ground (2004)Design-Based Research: Puttin…Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media (2002)Narrative as Virtual Reality:…Virtual solar system project: Building understanding through model building (2000)Virtual solar system project:…Addressing the Challenges of Inquiry-Based Learning Through Technology and Curriculum Design (1999)Addressing the Challenges of …On Two Metaphors for Learning and the Dangers of Choosing Just One (1998)On Two Metaphors for Learning…Situated Cognition and the Culture of Learning (1989)Situated Cognition and the Cu…The Problem of Activity in Psychology (1974)The Problem of Activity in Ps…Orchestrating Inquiry Learning (2012)Orchestrating Inquiry LearningSituated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)My life as a night elf priest: an anthropological account of World of Warcraft (2010)Game-based curriculum and transformational play: Designing to meaningfully positioning person, content, and context (2011)Developing interpretive power in science teaching (2015)The Body in the Mind (1987)National Science Education Standards (1995)Supporting Students' Construction of Scientific Explanations by Fading Scaffolds in Instructional Materials (2006)International Handbook of Information Technology in Primary and Secondary Education (2008)Collaborative Inquiry Learning: Models, tools, and challenges (2009)Mind in Society: The Development of Higher Psychological Processes (1978)Massively Multiplayer Online Gaming as a Constellation of Literacy Practices (2007)Transcultural communication in open internet environments and massively multiplayer online games (2008)Video Games and Embodiment (2008)Experiential Learning : Experience as the Source of Learning and Development (1983)What Do Students Gain by Engaging in Socioscientific Inquiry? (2007)Investigating the impact of video games on high school students’ engagement and learning about genetics (2009)Design-Based Research (2012)Diffusion of Innovations 1 (2019)The Discovery of Grounded Theory; Strategies for Qualitative Research (1968)The Discovery of Grounded Theory: Strategies for Qualitative Research. (1968)Naturalistic inquiry (1985)Design-based research and technology-enhanced learning environments (2005)Phases of inquiry-based learning: Definitions and the inquiry cycle (2015)Basics of Qualitative Research: Grounded Theory Procedures and Techniques. (1992)Designed curriculum and local culture: Acknowledging the primacy of classroom culture (2003)The use of a computer simulation to promote scientific conceptions of moon phases (2007)Development of Experienced Science Teachers’ Pedagogical Content Knowledge of Models of the Solar System and the Universe (2008)The Discovery of Grounded Theory (2017)Experience and Education (1986)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)Mental Models (1983)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)Organizational Learning and Communities-of-Practice: Toward a Unified View of Working, Learning, and Innovation (1991)What Video Games Have to Teach Us about Learning and Literacy (2004)Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)Aligning assessment with long‐term learning (2006)Perspectives into learning at the workplace (2008)Studies of expansive learning: Foundations, findings and future challenges (2010)Partners in Cognition: Extending Human Intelligence with Intelligent Technologies (1991)Activity theory as a framework for designing constructivist learning environments (1999)Foundations of Game-Based Learning (2015)
this work references cited by second hop

References

  • 1989Situated Cognition and the Culture of Learning13,635 cited
  • 1998On Two Metaphors for Learning and the Dangers of Choosing Just One3,824 cited
  • 2004Design-Based Research: Putting a Stake in the Ground2,637 cited
  • 2006From Content to Context: Videogames as Designed Experience1,091 cited
  • 2005Making learning fun: Quest Atlantis, a game without guns949 cited
  • 1999Addressing the Challenges of Inquiry-Based Learning Through Technology and Curriculum Design875 cited
  • 1974The Problem of Activity in Psychology664 cited
  • 2006Massively Multiplayer Online Video Gaming as Participation in a Discourse324 cited
  • 2007Situationally embodied curriculum: Relating formalisms and contexts236 cited
  • 2000Virtual solar system project: Building understanding through model building227 cited
  • 2002Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media158 cited
  • 2005Eat Your Vegetables and Do Your Homework: A Design Based Investigation of Enjoyment and Meaning in Learning121 cited

Cited by

  • 2012Orchestrating Inquiry Learning64 cited

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