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The art of Gamification; Teaching Sustainability and System Thinking by Pervasive Game Development
14 references·0 citing·33 second hop
The art of Gamification; Teaching Sustainability and System Thinking by Pervasive Game Development (2016)The art of Gamification; Teaching Sustain…From game design elements to gamefulness (2011)From game design elements to …Inquiry as Stance: Practitioner Research for the Next Generation (2009)Inquiry as Stance: Practition…How Computer Games Help Children Learn (2006)How Computer Games Help Child…Situated Language and Learning: A Critique of Traditional Schooling (2004)Situated Language and Learnin…The fifth discipline-the art and practice of the learning organisation (2002)The fifth discipline-the art …Business Dynamics: Systems Thinking and Modeling for a Complex World (2000)Business Dynamics: Systems Th…Business Dynamics (2000)Business DynamicsCommunities of practice learning, meaning, and identity (1999)Communities of practice learn…Cannibals with forks: the triple bottom line of 21st century business (1999)Cannibals with forks: the tri…Situated Learning: Legitimate Peripheral Participation. (1994)Situated Learning: Legitimate…The fifth discipline, the art and practice of the learning organization (1991)The fifth discipline, the art…Experiential Learning : Experience as the Source of Learning and Development (1983)Experiential Learning : Exper…Problem-based learning : an approach to medical education (1980)Problem-based learning : an a…World dynamics (1973)World dynamicsFlow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in theory and action: A survey (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)From a literature review to a conceptual framework for sustainable supply chain management (2008)The Circular Economy – A new sustainability paradigm? (2016)Conceptualizing the circular economy: An analysis of 114 definitions (2017)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)Inductive Teaching and Learning Methods: Definitions, Comparisons, and Research Bases (2006)Overview of Problem-based Learning: Definitions and Distinctions (2006)Scaffolding and Achievement in Problem-Based and Inquiry Learning: A Response to Kirschner, Sweller, and Clark (2006) (2007)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)Clusters and knowledge: local buzz, global pipelines and the process of knowledge creation (2004)Problem-Based Learning: What and How Do Students Learn? (2004)The myopia of learning (1993)Psychological Safety and Learning Behavior in Work Teams (1999)Role congruity theory of prejudice toward female leaders. (2002)Situated Cognition and the Culture of Learning (1989)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)Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)The ‘digital natives’ debate: A critical review of the evidence (2008)Intellectual capital: an exploratory study that develops measures and models (1998)How leaders influence employees' innovative behaviour (2007)Promoting inclusion and equity in education: lessons from international experiences (2020)System Dynamics: Systems Thinking and Modeling for a Complex World (2002)Promoting novelty, rigor, and style in energy social science: Towards codes of practice for appropriate methods and research design (2018)Artificial Intelligence and Management: The Automation–Augmentation Paradox (2021)
this work references cited by second hop

References

  • 1994Situated Learning: Legitimate Peripheral Participation.39,454 cited
  • 1983Experiential Learning : Experience as the Source of Learning and Development33,193 cited
  • 1999Communities of practice learning, meaning, and identity28,353 cited
  • 1991The fifth discipline, the art and practice of the learning organization20,050 cited
  • 2000Business Dynamics: Systems Thinking and Modeling for a Complex World9,353 cited
  • 1999Cannibals with forks: the triple bottom line of 21st century business9,014 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 1980Problem-based learning : an approach to medical education2,480 cited
  • 2004Situated Language and Learning: A Critique of Traditional Schooling2,321 cited
  • 2002The fifth discipline-the art and practice of the learning organisation2,268 cited
  • 1973World dynamics1,466 cited
  • 2009Inquiry as Stance: Practitioner Research for the Next Generation1,415 cited
  • 2000Business Dynamics1,284 cited
  • 2006How Computer Games Help Children Learn1,041 cited

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