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Developing and delivering food systems training programs for 21st century audiences
15 references·0 citing·41 second hop
Developing and delivering food systems training programs for 21st century audiences (2016)Developing and delivering food systems tr…The Slow Death of Formal Learning: A Polemic (2010)The Slow Death of Formal Lear…Generation M2 : Media in the Lives of 8- to 18-year-olds (2010)Generation M2 : Media in the …Engaging the Adult Learner Generational Mix. (2009)Engaging the Adult Learner Ge…Generational differences in psychological traits and their impact on the workplace (2008)Generational differences in p…Teaching Courses Online: A Review of the Research (2006)Teaching Courses Online: A Re…Simulations, Games, and Learning (2006)Simulations, Games, and Learn…Engaging Learning: Designing e-Learning Simulation Games (2005)Engaging Learning: Designing …Educating the Net Generation (2005)Educating the Net GenerationWhat Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Got Game: How the Gamer Generation Is Reshaping Business Forever (2004)Got Game: How the Gamer Gener…What video games have to teach us about learning and literacy (2003)What video games have to teac…Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently? (2001)Digital Natives, Digital Immi…Digital Natives, Digital Immigrants Part 1 (2001)Digital Natives, Digital Immi…Failure to Connect: How Computers Affect Our Children's Minds--For Better and Worse (1998)Failure to Connect: How Compu…Reconsidering Research on Learning from Media (1983)Reconsidering Research on Lea…Hamlet on the Holodeck (1997)The ‘digital natives’ debate: A critical review of the evidence (2008)The Theory and Practice of Online Learning (2008)e-Learning, online learning, and distance learning environments: Are they the same? (2010)A new scale of social desirability independent of psychopathology. (1960)Generalized expectancies for internal versus external control of reinforcement. (1966)Conservation of resources: A new attempt at conceptualizing stress. (1989)A Review of the Empirical Evidence on Generational Differences in Work Attitudes (2010)Generational Differences in Work Values: Leisure and Extrinsic Values Increasing, Social and Intrinsic Values Decreasing (2010)Understanding Generation Y and their use of social media: a review and research agenda (2013)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)Digital game-based learning (2003)Covid-19 pandemic and online learning: the challenges and opportunities (2020)Digital natives: Where is the evidence? (2009)Digital Natives, Digital Immigrants (2012)Digital Natives, Digital Immigrants (2013)The relationship between addictive use of social media, narcissism, and self-esteem: Findings from a large national survey (2016)“GOOD‐BYE, TEACHER …”1 (1968)Primary, Secondary, and Meta-Analysis of Research (1976)Media will never influence learning (1994)Evaluation of Evidence-Based Practices in Online Learning: A Meta-Analysis and Review of Online Learning Studies (2009)Educational Research: An Introduction (1965)Mind in Society: The Development of Higher Psychological Processes (1978)A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)Measuring self-regulation in online and blended learning environments (2008)Online formative assessment in higher education: A review of the literature (2011)Online Education and Its Effective Practice: A Research Review (2016)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)Parental Mediation of Children's Internet Use (2008)College students' social networking experiences on Facebook (2009)Gender Similarities and Differences (2013)The Labor of Fun (2005)Students’ perceptions about the use of video games in the classroom (2009)The Digital Workforce and the Workplace of the Future (2016)
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References

  • 2001Digital Natives, Digital Immigrants Part 111,096 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2001Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently?4,031 cited
  • 1983Reconsidering Research on Learning from Media2,713 cited
  • 2005Educating the Net Generation2,290 cited
  • 2010Generation M2 : Media in the Lives of 8- to 18-year-olds2,017 cited
  • 2006Teaching Courses Online: A Review of the Research1,266 cited
  • 2008Generational differences in psychological traits and their impact on the workplace749 cited
  • 2004Got Game: How the Gamer Generation Is Reshaping Business Forever310 cited
  • 1998Failure to Connect: How Computers Affect Our Children's Minds--For Better and Worse302 cited
  • 2005Engaging Learning: Designing e-Learning Simulation Games192 cited
  • 2006Simulations, Games, and Learning91 cited
  • 2009Engaging the Adult Learner Generational Mix.68 cited
  • 2010The Slow Death of Formal Learning: A Polemic51 cited

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