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Playing to learn or learning to play? PlayingRocksmithto learn electric guitar and bass in Nordic music teacher education
16 references·2 citing·32 second hop
Playing to learn or learning to play? PlayingRocksmithto learn electric guitar and bass in Nordic music teacher education (2018)Playing to learn or learning to play? Pla…Digital Game-Based Learning (2020)Digital Game-Based LearningTechnological pedagogical content knowledge – a review of the literature (2012)Technological pedagogical con…An Introduction to Game Studies: Games in Culture (2008)An Introduction to Game Studi…Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)Technological Pedagogical Con…Half-Real: Video Games between Real Rules and Fictional Worlds (2005)Half-Real: Video Games betwee…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…What video games have to teach us about learning and literacy (2003)What video games have to teac…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…The Art of Case Study Research (1996)The Art of Case Study ResearchMusic Matters: A New Philosophy of Music Education (1996)Music Matters: A New Philosop…Case Study Research: Design and Methods (1991)Case Study Research: Design a…Free Play: Improvisation in Life and Art (1990)Free Play: Improvisation in L…Those Who Understand: Knowledge Growth in Teaching (1986)Those Who Understand: Knowled…Case Study Research: Design and Methods (1984)Case Study Research: Design a…Man, Play, and Games. (1963)Man, Play, and Games.Homo Ludens: A Study of the Play-Element in Culture. (1951)Homo Ludens: A Study of the P…The Use of Virtual Platforms in Teaching Bass Guitar (2024)The Use of Virtual Platforms …What’s stopping you? Impediments to incorporating popular music technologies in schools (2020)What’s stopping you? Impedime…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)Knowledge and Teaching:Foundations of the New Reform (1987)Improving Impact Studies of Teachers’ Professional Development: Toward Better Conceptualizations and Measures (2009)Teacher Technology Change (2010)What is Technological Pedagogical Content Knowledge (TPACK)? (2013)Judgment under Uncertainty (1982)Judgment Under Uncertainty: Heuristics and Biases. (1984)Handbook of research on teaching (1986)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Serious games and the gamification of tourism (2016)Mixed Methods Research: A Research Paradigm Whose Time Has Come (2004)Qualitative research: Methods in the social sciences (2006)Document Analysis as a Qualitative Research Method (2009)Theory Building From Cases: Opportunities And Challenges (2007)Qualitative Case Study Methodology: Study Design and Implementation for Novice Researchers (2015)Identity and agency in cultural worlds (1999)Games, Motivation, and Learning: A Research and Practice Model (2002)Gamification in theory and action: A survey (2014)Metodologi Penelitian Kualitatif (2022)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)
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References

  • 1984Case Study Research: Design and Methods81,948 cited
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  • 1986Those Who Understand: Knowledge Growth in Teaching18,524 cited
  • 1996The Art of Case Study Research15,826 cited
  • 2006Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge12,552 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
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  • 2003Rules of Play: Game Design Fundamentals5,481 cited
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  • 2012Technological pedagogical content knowledge – a review of the literature1,101 cited
  • 1996Music Matters: A New Philosophy of Music Education826 cited
  • 1990Free Play: Improvisation in Life and Art457 cited
  • 2008An Introduction to Game Studies: Games in Culture

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434 cited

Cited by

  • 2020What’s stopping you? Impediments to incorporating popular music technologies in schools7 cited
  • 2024The Use of Virtual Platforms in Teaching Bass Guitar2 cited