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CrashEd – A live immersive, learning experience embedding STEM subjects in a realistic, interactive crime scene
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CrashEd – A live immersive, learning experience embedding STEM subjects in a realistic, interactive crime scene (2016)CrashEd – A live immersive, learning expe…Distinction: A Social Critique of the Judgement of Taste* (2018)Distinction: A Social Critiqu…Improved Learning in a Large-Enrollment Physics Class (2011)Improved Learning in a Large-…STEM, STEM Education, STEMmania (2009)STEM, STEM Education, STEMman…Encoding and decoding in the television discourse (2007)Encoding and decoding in the …The social structures of the economy (2005)The social structures of the …How College Affects Students: A Third Decade of Research. Volume 2. (2005)How College Affects Students:…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…What video games have to teach us about learning and literacy (2003)What video games have to teac…Aids to computer-based multimedia learning (2002)Aids to computer-based multim…An Invitation to Reflexive Sociology. (1993)An Invitation to Reflexive So…An Invitation of Reflexive Sociology (1993)An Invitation of Reflexive So…How College Affects Students (1992)How College Affects StudentsSituated Learning (1991)Situated LearningHandbook of Theory and Research for the Sociology of Education. (1987)Handbook of Theory and Resear…Outline of a Theory of Practice. (1980)Outline of a Theory of Practi…Outline of a Theory of Practice (1977)Outline of a Theory of Practi…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)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)Social Capital, Intellectual Capital, and the Organizational Advantage (1998)Social Capital: Prospects for a New Concept (2002)Community Resilience as a Metaphor, Theory, Set of Capacities, and Strategy for Disaster Readiness (2007)Talking science: language, learning, and values (1991)What Is Agency? (1998)The Field behind the Screen: Using Netnography for Marketing Research in Online Communities (2002)The Benefits of Facebook “Friends:” Social Capital and College Students’ Use of Online Social Network Sites (2007)Effects of College Transition and Perceptions of the Campus Racial Climate on Latino College Students' Sense of Belonging (1997)Diversity and Higher Education: Theory and Impact on Educational Outcomes (2002)Do Psychosocial and Study Skill Factors Predict College Outcomes? A Meta-Analysis. (2004)Culture in Action: Symbols and Strategies (1986)Organizational Learning and Communities-of-Practice: Toward a Unified View of Working, Learning, and Innovation (1991)Social Skill and the Theory of Fields (2001)The Capitalocene, Part I: on the nature and origins of our ecological crisis (2017)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)Using Technology and Constituting Structures: A Practice Lens for Studying Technology in Organizations (2000)Five Misunderstandings About Case-Study Research (2004)
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References

  • 1991Situated Learning33,773 cited
  • 1977Outline of a Theory of Practice27,539 cited
  • 2018Distinction: A Social Critique of the Judgement of Taste*20,290 cited
  • 1987Handbook of Theory and Research for the Sociology of Education.15,142 cited
  • 1980Outline of a Theory of Practice.14,545 cited
  • 1993An Invitation to Reflexive Sociology.9,324 cited
  • 1993An Invitation of Reflexive Sociology8,374 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 1992How College Affects Students3,493 cited
  • 2005The social structures of the economy1,772 cited
  • 2005How College Affects Students: A Third Decade of Research. Volume 2.1,460 cited
  • 2011Improved Learning in a Large-Enrollment Physics Class1,270 cited
  • 2009STEM, STEM Education, STEMmania1,095 cited
  • 2002Aids to computer-based multimedia learning800 cited
  • 2007Encoding and decoding in the television discourse710 cited

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