SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
"Minecraft," Teachers, Parents, and Learning: What They Need to Know and Understand.
16 references·0 citing·40 second hop
"Minecraft," Teachers, Parents, and Learning: What They Need to Know and Understand. (2016)"Minecraft," Teachers, Parents, and Learn…Exploring Application, Attitudes and Integration of Video Games: MinecraftEdu in Middle School (2015)Exploring Application, Attitu…Learning Mathematics through Minecraft (2014)Learning Mathematics through …Play, Dreams And Imitation In Childhood (2013)Play, Dreams And Imitation In…“We txt 2 sty cnnectd”: An African American Mother and Son Communicate: Digital Literacies, Meaning-Making, and Activity Theory Systems (2013)“We txt 2 sty cnnectd”: An Af…Teaching Scientific Concepts Using a Virtual World--Minecraft (2012)Teaching Scientific Concepts …Games for engaged learning of middle school children with special learning needs (2012)Games for engaged learning of…Learning in the Virtual World: the Pedagogical Potentials of Massively Multiplayer Online Role Playing Games (2009)Learning in the Virtual World…Learning in Context (2008)Learning in ContextWhy Video Games Are Good for Your Soul: Pleasure and Learning (2005)Why Video Games Are Good for …Video Games and the Future of Learning (2005)Video Games and the Future of…Joining the Video-Game Literacy Club: A Reluctant Mother Tries to Join the “Flow” (2005)Joining the Video-Game Litera…Endogenous fantasy and learning in digital games (2005)Endogenous fantasy and learni…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…The educational benefits of videogames (2002)The educational benefits of v…Multimodal Discourse: The Modes and Media of Contemporary Communication (2001)Multimodal Discourse: The Mod…Chapter 3 : Identity as an Analytic Lens for Research in Education (2000)Chapter 3 : Identity as an An…Situated Cognition and the Culture of Learning (1989)Flow: The Psychology of Optimal Experience (1991)What video games have to teach us about learning and literacy (2003)A Systematic Review of the Definition and Measurement of Engagement in Serious Games (2019)Effects of games on students’ emotions of learning science and achievement in chemistry (2020)Evaluation of a digital game-based reading training for German children with reading disorder (2020)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)Mind in Society: The Development of Higher Psychological Processes (1978)Situated Learning (1991)Telling Identities: In Search of an Analytic Tool for Investigating Learning as a Culturally Shaped Activity (2005)Understanding the science experiences of successful women of color: Science identity as an analytic lens (2007)Understanding teacher identity: an overview of issues in the literature and implications for teacher education (2009)The Standard Edition of the Complete Psychological Works of Sigmund Freud (1953)Toward a Theory of Intrinsically Motivating Instruction* (1981)Game Engagement Theory and Adult Learning (2010)Engineering design using game-enhanced CAD: The potential to augment the user experience with game elements (2012)Game‐based learning engagement: A theory‐ and data‐driven exploration (2015)Educational video game for juvenile diabetes: results of a controlled trial (1997)The Structural Characteristics of Video Games: A Psycho-Structural Analysis (2004)Distinguishing between games and simulations: A systematic review (2007)Videogame Addiction and its Treatment (2009)Pretense and representation: The origins of "theory of mind." (1987)Social Cognition, Joint Attention, and Communicative Competence from 9 to 15 Months of Age (1998)Understanding and sharing intentions: The origins of cultural cognition (2005)Discourse Analysis as Theory and Method (2002)The Language of Evaluation: Appraisal in English (2005)Multimodality: A Social Semiotic Approach to Contemporary Communication (2011)A Comparison of learning gains when using a 2D simulation tool versus a 3D virtual world: An experiment to find the right representation involving the Marginal Value Theorem (2015)Serious games as a malleable learning medium: The effects of narrative, gameplay, and making on students’ performance and attitudes (2016)Serious Games in Preschool and Primary Education: Benefits And Impacts on Curriculum Course Syllabus (2017)From Content to Context: Videogames as Designed Experience (2006)Digital Games in Education (2007)Motivating Children to Learn Effectively: Exploring the Value of Intrinsic Integration in Educational Games (2011)New learning elements of a science of education (2008)Video Games and Embodiment (2008)Embedding game-based problem-solving phase into problem-posing system for mathematics learning (2011)
this work references cited by second hop

References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2013Play, Dreams And Imitation In Childhood5,367 cited
  • 2001Multimodal Discourse: The Modes and Media of Contemporary Communication3,202 cited
  • 2000Chapter 3 : Identity as an Analytic Lens for Research in Education2,726 cited
  • 2005Video Games and the Future of Learning1,120 cited
  • 2002The educational benefits of videogames334 cited
  • 2005Why Video Games Are Good for Your Soul: Pleasure and Learning257 cited
  • 2005Endogenous fantasy and learning in digital games209 cited
  • 2012Teaching Scientific Concepts Using a Virtual World--Minecraft145 cited
  • 2012Games for engaged learning of middle school children with special learning needs102 cited
  • 2008Learning in Context90 cited
  • 2014Learning Mathematics through Minecraft71 cited
  • 2013“We txt 2 sty cnnectd”: An African American Mother and Son Communicate: Digital Literacies, Meaning-Making, and Activity Theory Systems47 cited
  • 2009Learning in the Virtual World: the Pedagogical Potentials of Massively Multiplayer Online Role Playing Games39 cited
  • 2015Exploring Application, Attitudes and Integration of Video Games: MinecraftEdu in Middle School

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

39 cited
  • 2005Joining the Video-Game Literacy Club: A Reluctant Mother Tries to Join the “Flow”25 cited
  • Cited by

    No citing works inside the corpus for this window.