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Trends in international innovation
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Trends in international innovation (2017)Trends in international innovationExploring pop-up libraries in practice (2015)Exploring pop-up libraries in…Early Learning @ the Library: A Production in Three Acts (2015)Early Learning @ the Library:…Community building through a public library Minecraft Gaming Day (2015)Community building through a …Putting readers first (2014)Putting readers firstConfronting the challenges of participatory cultures (media education for the 21st century) (2009)Confronting the challenges of…Play = learning: how play motivates and enhances children's cognitive and social-emotional growth (2007)Play = learning: how play mot…Why Play = Learning: A Challenge for Parents and Educators (2006)Why Play = Learning: A Challe…Investment in Learning (1979)Investment in LearningPlay, dreams and imitation in childhood. (1952)The Rise of the Creative Class: And How It's Transforming Work, Leisure, Community and Everyday Life (2003)Early Childhood as a Foundation for Civic Engagement (2010)Ten Ways to Restrict Children's Freedom to Play: The Problem of Surplus Safety (2010)Influence of a Playful, Child-Directed Context on Preschool Children’s Peer Cooperation (2012)Play, Dreams And Imitation In Childhood (2013)All I really need to know (about creative thinking) I learned (by studying how children learn) in kindergarten (2007)Pretend play, creativity, and emotion regulation in children. (2011)The Immediate Impact of Different Types of Television on Young Children's Executive Function (2011)Little Free Libraries: an examination of micro-urbanist interventions (2017)The Value of California’s Public Libraries (2020)A Survey on Reader's Society: New Social Network of Book Swapping Platform (2023)Libraries as redistributive technology: From capacity to culture in Queensland’s public library network (2017)Minecraft in Education Benefits Learning and Social Engagement (2021)Overcoming social divisions with the public library (2022)The Impact of Social Media on Children, Adolescents, and Families (2011)Predicting user acceptance of collaborative technologies: An extension of the technology acceptance model for e-learning (2012)Foundations of Game-Based Learning (2015)Domains of Organizational Effectiveness in Colleges and Universities (1981)Differences in family influences on college attendance plans for male and female ninth graders (1989)Why Education Matters (2003)
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References

  • 2009Confronting the challenges of participatory cultures (media education for the 21st century)1,563 cited
  • 2007Play = learning: how play motivates and enhances children's cognitive and social-emotional growth465 cited
  • 1979Investment in Learning194 cited
  • 2006Why Play = Learning: A Challenge for Parents and Educators103 cited
  • 2015Exploring pop-up libraries in practice25 cited
  • 2015Community building through a public library Minecraft Gaming Day25 cited
  • 2015Early Learning @ the Library: A Production in Three Acts1 cited
  • 2014Putting readers first1 cited

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