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Place, space and object oriented learning methods within the Library
10 references·1 citing·38 second hop
Place, space and object oriented learning methods within the Library (2022)Place, space and object oriented learning…Vocational Awe and Librarianship: The Lies We Tell Ourselves (2018)Vocational Awe and Librarians…The Gamification of Learning and Instruction Fieldbook (2014)The Gamification of Learning …Numinous Experiences With Museum Objects (2013)Numinous Experiences With Mus…Museum bodies: the politics and practices of visiting and viewing (2013)Museum bodies: the politics a…Museum bodies: The politics and practices of visiting and viewing (2013)Museum bodies: The politics a…Learning from and with museum objects: design perspectives, environment, and emerging learning systems (2013)Learning from and with museum…Is the Library a “Welcoming Space”?: An Urban Academic Library and Diverse Student Experiences (2008)Is the Library a “Welcoming S…What Video Games Have to Teach Us About Learning and Literacy (2007)What Video Games Have to Teac…What video games have to teach us about learning and literacy (2004)What video games have to teac…Place-Based Education: Learning to Be Where We are (2002)Place-Based Education: Learni…Making the Case for Play in Academic Libraries (2026)Making the Case for Play in A…Reproduction in Education, Society and Culture (1979)Sourcebook of Family Theories and Methods (1993)Critical Race Theory, Racial Microaggressions, and Campus Racial Climate: The Experiences of African American College Students. (2000)Examining the Nexus between Grounded Theory and Symbolic Interactionism (2012)Structural Diversity in Academic Libraries: A Study of Librarian Approachability (2012)“Hard to find”: information barriers among LGBT college students (2019)Naturalistic inquiry (1985)Flow: the psychology of optimal experience (1990)Exhibiting Cultures: The Poetics and Politics of Museum Display. (1992)Embodied Engagement with Narrative: A Design Framework for Presenting Cultural Heritage Artifacts (2019)Experiential authenticity in heritage museums (2020)Museum education and sustainable development: A public pedagogy (2021)Thought and language (1962)Communities of Practice (1998)Communities of practice learning, meaning, and identity (1999)Field Trip to a Historic House Museum with Preschoolers: Stories and Crafts as Tools for Cultural Heritage Education (2016)Informal learning in science museum: development and evaluation of a mobile exhibit label system with iBeacon technology (2017)Student-question-based inquiry in science education (2019)Gamification design framework based on SDT for student motivation (2015)The impact of gamification on students learning engagement (2020)Endogenous fantasy and learning in digital games (2005)Classifying Serious Games (2011)Leveraging Mobile Games for Place-Based Language Learning (2011)Seeing and Being Seen: The Multimodality of Museum Spectatorship (2017)A geography of UK museums (2022)Liminal spaces and the shaping of family museum visits: a spatial ethnography of a major international art museum (2022)Place‐based education: breaking through the constraining regularities of public school (2007)Sense of place in the practice and assessment of place‐based science teaching (2008)A Multi-Perspective Reflection on How Indigenous Knowledge and Related Ideas Can Improve Science Education for Sustainability (2020)Design factors in the museum visitor experience (2015)Family touch practices and learning experiences in the museum (2019)Sensorium (2024)Low Morale in Ethnic and Racial Minority Academic Librarians: An Experiential Study (2019)Emerging (information) realities and epistemic injustice (2021)“Viewed as Equals”: The Impacts of Library Organizational Cultures and Management on Library Staff Morale (2022)Parental Mediation Theory for the Digital Age (2011)Scaffolding game-based learning: Impact on learning achievements, perceived learning, and game experiences (2013)The New Literacies of Online Research and Comprehension: Rethinking the Reading Achievement Gap (2014)
this work references cited by second hop

References

  • 2002Place-Based Education: Learning to Be Where We are858 cited
  • 2007What Video Games Have to Teach Us About Learning and Literacy735 cited
  • 2004What video games have to teach us about learning and literacy485 cited
  • 2018Vocational Awe and Librarianship: The Lies We Tell Ourselves163 cited
  • 2014The Gamification of Learning and Instruction Fieldbook92 cited
  • 2013Numinous Experiences With Museum Objects83 cited
  • 2013Museum bodies: the politics and practices of visiting and viewing43 cited
  • 2008Is the Library a “Welcoming Space”?: An Urban Academic Library and Diverse Student Experiences39 cited
  • 2013Museum bodies: The politics and practices of visiting and viewing38 cited
  • 2013Learning from and with museum objects: design perspectives, environment, and emerging learning systems36 cited

Cited by

  • 2026Making the Case for Play in Academic Libraries1 cited

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