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12. The playful scientist: Stimulating playful communities for science practice
11 references·0 citing·47 second hop
12. The playful scientist: Stimulating playful communities for science practice (2018)12. The playful scientist: Stimulating pl…Action design research (2011)Action design researchA Motivational Model of Video Game Engagement (2010)A Motivational Model of Video…Persuasive games: the expressive power of videogames (2008)Persuasive games: the express…Gaming Literacy: Game Design as a Model for Literacy in the Twenty-First Century (2008)Gaming Literacy: Game Design …Confronting the Challenges of Participatory Culture: Media Education for the 21st Century (2006)Confronting the Challenges of…Epistemic frames for epistemic games (2005)Epistemic frames for epistemi…Learning by design: Games as learning machines (2004)Learning by design: Games as …Video Games in Education (2003)Video Games in EducationSelf-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Self-determination theory and…Collective intelligence: mankind's emerging world in cyberspace (1998)Collective intelligence: mank…Toward a Theory of Intrinsically Motivating Instruction* (1981)Toward a Theory of Intrinsica…Learning in immersive worlds: A review of game-based learning (2006)Educational game design for online education (2008)Short- and long-term benefits of cognitive training (2011)Theoretical Foundations of Learning Environments (2014)Science and Human Behavior (1953)Human Problem Solving (1972)Beyond boredom and anxiety (1975)Motivational and self-regulated learning components of classroom academic performance. (1990)The psychology of curiosity: A review and reinterpretation. (1994)Focus on Formative Feedback (2008)Schooling and the Acquisition of Knowledge (1978)Situated Learning: Legitimate Peripheral Participation. (1994)The archeology of knowledge (1995)A Qualitative Meta-Analysis of Computer Games as Learning Tools (2009)The research and evaluation of serious games: Toward a comprehensive methodology (2013)Designing and integrating purposeful learning in game play: a systematic review (2015)Working knowledge: how organizations manage what they know (1998)Review : Knowledge Management and Knowledge Management Systems: Conceptual Foundations And Research Issues1,2 (2001)Design science in information systems research (2004)Pragmatism vs interpretivism in qualitative information systems research (2011)FEDS: a Framework for Evaluation in Design Science Research (2014)The Sociotechnical Axis of Cohesion for the is Discipline: Its Historical Legacy and its Continued Relevance1 (2019)LITERACY IN THE NEW MEDIA AGE (2003)Natural-Born Cyborgs: Minds, Technologies, and the Future of Human Intelligence (2004)The Impact of Social Media on Children, Adolescents, and Families (2011)A comparative analysis of international frameworks for 21 st century competences: Implications for national curriculum policies (2012)Foundations of Game-Based Learning (2015)What Video Games Have to Teach Us about Learning and Literacy (2004)Teaching Mathematics: Using research-informed strategies (2011)The impact of tutorials on games of varying complexity (2012)The Language of Mathematics: The Importance of Teaching and Learning Mathematical Vocabulary (2015)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Children's Motivations for Video Game Play in the Context of Normal Development (2010)Do Angry Birds Make for Angry Children? A Meta-Analysis of Video Game Influences on Children’s and Adolescents’ Aggression, Mental Health, Prosocial Behavior, and Academic Performance (2015)Social Media Use and Mental Health among Young Adults (2017)The psychology of interpersonal relations. (1958)Intrinsic Motivation and Self-Determination in Human Behavior (1985)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)Democracy of Objects (2011)The role of psychology in understanding the impact of computer games (2011)Serious games and the gamification of tourism (2016)Free Labor (2000)Does the Internet Increase, Decrease, or Supplement Social Capital? (2001)Online Social Networking and Addiction—A Review of the Psychological Literature (2011)
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References

  • 2000Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being.46,804 cited
  • 2006Confronting the Challenges of Participatory Culture: Media Education for the 21st Century3,173 cited
  • 1981Toward a Theory of Intrinsically Motivating Instruction*2,197 cited
  • 2008Persuasive games: the expressive power of videogames1,703 cited
  • 1998Collective intelligence: mankind's emerging world in cyberspace1,526 cited
  • 2010A Motivational Model of Video Game Engagement1,419 cited
  • 2011Action design research1,214 cited
  • 2003Video Games in Education711 cited
  • 2005Epistemic frames for epistemic games472 cited
  • 2004Learning by design: Games as learning machines212 cited
  • 2008Gaming Literacy: Game Design as a Model for Literacy in the Twenty-First Century109 cited

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