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Game–like learning: An example of situated learning and implications for opportunity to learn
16 references·16 citing·34 second hopsampled
Game–like learning: An example of situated learning and implications for opportunity to learn (2008)Game–like learning: An example of situate…The Social Mind: Language, Ideology, and Social Practice (2014)The Social Mind: Language, Id…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Situated Language and Learning: A Critique of Traditional Schooling (2004)Situated Language and Learnin…Video Games in Education (2003)Video Games in EducationA research companion to Principles and standards for school mathematics (2003)A research companion to Princ…Changing minds: computers, learning, and literacy (2001)Changing minds: computers, le…Teaching, as Learning, in Practice (1996)Teaching, as Learning, in Pra…Interaction and Grammar (1996)Interaction and GrammarThe Advancement of Learning (1994)The Advancement of LearningSituated Learning: Legitimate Peripheral Participation. (1994)Situated Learning: Legitimate…Microcognition: Philosophy, Cognitive Science, and Parallel Distributed Processing. 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References

  • 1994Situated Learning: Legitimate Peripheral Participation.39,454 cited
  • 1989Situated Cognition and the Culture of Learning13,635 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 1990Apprenticeship in thinking: cognitive development in social context5,464 cited
  • 1981Categorization and Representation of Physics Problems by Experts and Novices*5,238 cited
  • 2004Situated Language and Learning: A Critique of Traditional Schooling2,321 cited
  • 1996Teaching, as Learning, in Practice1,548 cited
  • 1996Interaction and Grammar1,447 cited
  • 1993Surpassing Ourselves: An Inquiry into the Nature and Implications of Expertise1,356 cited
  • 2003A research companion to Principles and standards for school mathematics1,127 cited
  • 1992The unschooled mind: how children think and how schools should teach1,059 cited
  • 2001Changing minds: computers, learning, and literacy816 cited
  • 1994The Advancement of Learning749 cited
  • 2003Video Games in Education711 cited
  • 2014The Social Mind: Language, Ideology, and Social Practice474 cited
  • 1994

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Microcognition: Philosophy, Cognitive Science, and Parallel Distributed Processing.
453 cited

Cited by

  • 2009Digital Youth, Innovation, and the Unexpected150 cited
  • 2013English Learners' Participation in Mathematical Discussion: Shifting Positionings and Dynamic Identities149 cited
  • 2018Articulating Design Principles for Productive Use of Video in Preservice Education130 cited
  • 2016Designing, launching, and implementing high quality learning opportunities for students that advance scientific thinking127 cited
  • 2009The Co-Construction of Opposition in a Low-Track Mathematics Classroom91 cited
  • 2020Effectiveness of digital games in producing environmentally friendly attitudes and behaviors: A mixed methods study87 cited
  • 2013Digital Games and ELT: Bridging the Authenticity Gap80 cited
  • 2017Developing collective capacity to improve mathematics instruction: Coaching as a lever for school-wide improvement68 cited
  • 2016Preservice Teachers’ Learning to Plan Intellectually Challenging Tasks64 cited
  • 2021Developing deep learning in science classrooms: Tactics to manage epistemic uncertainty during whole‐class discussion61 cited
  • 2017Teachers' learning to facilitate high‐level student thinking: Impact of a video‐based professional development52 cited
  • 2021Teacher Responsiveness that Promotes Equity in Secondary Science Classrooms49 cited
  • 2014Citizenship Education Goes Digital44 cited
  • 2017Teaching with Videogames: How Experience Impacts Classroom Integration41 cited
  • 2016EFL learners’ strategy use during task-based interaction in Second Life38 cited
  • 2008How Cognitive Science Challenges the Educational Measurement Tradition∗34 cited