SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Leveraging Identity to Make Learning Fun: Possible Selves and Experiential Learning in Massively Multiplayer Online Games (MMOGs)
14 references·2 citing·36 second hop
Leveraging Identity to Make Learning Fun: Possible Selves and Experiential Learning in Massively Multiplayer Online Games (MMOGs) (2007)Leveraging Identity to Make Learning Fun:…Digital Game-Based Learning (2020)Digital Game-Based LearningIdentity, Formation, Agency, and Culture (2014)Identity, Formation, Agency, …What Can K-12 School Leaders Learn from Video Games and Gaming?. (2005)What Can K-12 School Leaders …What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…HARNESSING THE POWER OF GAMES IN EDUCATION (2003)HARNESSING THE POWER OF GAMES…Breaking the Stereotype: The Case of Online Gaming (2003)Breaking the Stereotype: The …Identity, Goals, and Learning: Mathematics in Cultural Practice (2002)Identity, Goals, and Learning…The role of possible selves in identity formation: a short-term longitudinal study (2001)The role of possible selves i…Identity Construction Environments: Developing Personal and Moral Values Through the Design of a Virtual City (2001)Identity Construction Environ…Communities of practice learning, meaning, and identity (1999)Communities of practice learn…Life on the Screen: Identity in the Age of the Internet (1997)Life on the Screen: Identity …Situated Learning: Legitimate Peripheral Participation. (1994)Situated Learning: Legitimate…Identity : Youth and Crisis. 1968 (1968)Identity : Youth and Crisis. …Development and validation of ego-identity status. (1966)Development and validation of…The semiotic ecology and linguistic complexity of an online game world (2012)The semiotic ecology and ling…Science games and the development of scientific possible selves (2012)Science games and the develop…Situated Cognition and the Culture of Learning (1989)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)Social learning and clinical psychology. (1954)The Problem of Ego Identity (1956)Ethnic identity in adolescents and adults: Review of research. (1990)Handbook of Interview Research (2001)The meaning in life questionnaire: Assessing the presence of and search for meaning in life. (2006)Childhood and Society (2026)Online computer gaming: a comparison of adolescent and adult gamers (2003)Demographic Factors and Playing Variables in Online Computer Gaming (2004)Physical Interpersonal Relationships and Social Anxiety among Online Game Players (2005)Problematic Internet use and psychosocial well-being among MMO players (2009)Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice. (1996)Hamlet on the holodeck: the future of narrative in cyberspace (1997)The Ecology of Games: Connecting Youth, Games and Learning (2009)Why so serious? On the relation of serious games and learning (2010)Game-Based Learning in Science Education: A Review of Relevant Research (2013)Plan 9 From Cyberspace: The Implications of the Internet for Personality and Social Psychology (2000)The Field behind the Screen: Using Netnography for Marketing Research in Online Communities (2002)Identity construction on Facebook: Digital empowerment in anchored relationships (2008)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)Self-discrepancy: A theory relating self and affect. (1987)What Is Agency? (1998)Emerging adulthood: A theory of development from the late teens through the twenties. (2000)Organizational Learning and Communities-of-Practice: Toward a Unified View of Working, Learning, and Innovation (1991)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)Self-presentation and gender on MySpace (2008)Me and my 400 friends: The anatomy of college students' Facebook networks, their communication patterns, and well-being. (2012)Agony and Ecstasy in the Gig Economy: Cultivating Holding Environments for Precarious and Personalized Work Identities (2018)
this work references cited by second hop

References

  • 1994Situated Learning: Legitimate Peripheral Participation.39,454 cited
  • 1999Communities of practice learning, meaning, and identity28,353 cited
  • 1968Identity : Youth and Crisis. 196815,133 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 1997Life on the Screen: Identity in the Age of the Internet6,363 cited
  • 1966Development and validation of ego-identity status.5,175 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 2014Identity, Formation, Agency, and Culture642 cited
  • 2003HARNESSING THE POWER OF GAMES IN EDUCATION603 cited
  • 2003Breaking the Stereotype: The Case of Online Gaming501 cited
  • 2002Identity, Goals, and Learning: Mathematics in Cultural Practice434 cited
  • 2001Identity Construction Environments: Developing Personal and Moral Values Through the Design of a Virtual City124 cited
  • 2001The role of possible selves in identity formation: a short-term longitudinal study116 cited
  • 2005What Can K-12 School Leaders Learn from Video Games and Gaming?.72 cited

Cited by

  • 2012The semiotic ecology and linguistic complexity of an online game world181 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

  • 2012Science games and the development of scientific possible selves50 cited