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The Net Generation goes to university
3 references·4 citing·25 second hop
The Net Generation goes to university (2005)The Net Generation goes to universityDigital Game-Based Learning (2020)Digital Game-Based LearningWhat Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Growing Up Digital: The Rise of the Net Generation (1997)Growing Up Digital: The Rise …Engaging Millennial Students in an Engineering Classroom using Extreme Pedagogy (2015)Engaging Millennial Students …Canadian public relations students' interest in government communication (2013)Canadian public relations stu…'Digital nativity': a definitional framework (2013)'Digital nativity': a definit…Journalism Students' Experience of Mobile Phone Technology: Implications for Journalism Education (2010)Journalism Students' Experien…The Motivational Bases of Public Service (1990)Generations: The History of America's Future, 1584 to 2069 (1991)Y in the workplace: comparative analysis of values, skills and perceptions of government communication amongst university students and government staff (2014)MANAGING PUBLIC RELATIONS (2018)Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently? (2001)First year students' experiences with technology: Are they really digital natives? (2008)Digital Natives, Digital Immigrants (2012)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)The ‘digital natives’ debate: A critical review of the evidence (2008)Digital natives: Where is the evidence? (2009)NEXT GENERATIONS OF CONSUMERS – CHALLENGES AND OPPORTUNITIES FOR BRANDS (2015)Measurement Invariance of the Digital Natives Assessment Scale Across Gender in a Sample of Turkish University Students (2016)Generational differences in handling technology interruptions: a qualitative study (2022)Active learning : creating excitement in the classroom (1991)Does Active Learning Work? A Review of the Research (2004)Strategies in Teaching and Engaging the Millennial Generation (2020)Generational Differences in Work Values: Leisure and Extrinsic Values Increasing, Social and Intrinsic Values Decreasing (2010)The Theory and Practice of Online Learning (2008)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Handbook of Self-Regulation of Learning and Performance (2017)
this work references cited by second hop

References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 1997Growing Up Digital: The Rise of the Net Generation2,745 cited

Cited by

  • 2013'Digital nativity': a definitional framework11 cited
  • 2010Journalism Students' Experience of Mobile Phone Technology: Implications for Journalism Education11 cited
  • 2013Canadian public relations students' interest in government communication8 cited
  • 2015Engaging Millennial Students in an Engineering Classroom using Extreme Pedagogy8 cited

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