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Educating Digital Natives
14 references·0 citing·48 second hop
Educating Digital Natives (2017)Educating Digital NativesHybrid and Blended Learning (2015)Hybrid and Blended LearningPersonalized workplace learning: An exploratory study on digital badging within a teacher professional development program (2014)Personalized workplace learni…Deep-play: developing TPACK for 21st century teachers (2011)Deep-play: developing TPACK f…Living and Learning with New Media (2009)Living and Learning with New …Creativity in the Classroom (2009)Creativity in the ClassroomWriting the future in the digital age (2007)Writing the future in the dig…RETRACTED ARTICLE: The Nature of Creativity (2006)RETRACTED ARTICLE: The Nature…Pedagogy and possibility thinking in the early years (2006)Pedagogy and possibility thin…Engaging by design: How engagement strategies in popular computer and video games can inform instructional design (2005)Engaging by design: How engag…Problem-Based Learning: What and How Do Students Learn? (2004)Problem-Based Learning: What …Models of Innovative Knowledge Communities and Three Metaphors of Learning (2004)Models of Innovative Knowledg…School Grounds as Sites for Learning: Making the most of environmental opportunities (2003)School Grounds as Sites for L…A Pedagogy of Multiliteracies: Designing Social Futures (1996)A Pedagogy of Multiliteracies…Computer Supported Collaborative Learning (CSCL) (1995)Computer Supported Collaborat…Handbook of environmental psychology (1987)Children's Access to Local Environments: A case-study of Christchurch, New Zealand (2001)Investigating Nature on the Way to School: Responses to an educational programme by teachers and their pupils (2006)How Many Species Are There? Public Understanding and Awareness of Biodiversity in Switzerland (2008)Teaching and learning outside the classroom: personal values, alternative pedagogies and standards (2010)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Situated Learning (1991)Learning in immersive worlds: A review of game-based learning (2006)Are badges useful in education?: it depends upon the type of badge and expertise of learner (2013)Gameplay Engagement and Learning in Game-Based Learning (2015)Communities of Practice (1998)Communities of practice learning, meaning, and identity (1999)Self-Efficacy: The Exercise of Control (1999)Overview of Problem-based Learning: Definitions and Distinctions (2006)Scaffolding and Achievement in Problem-Based and Inquiry Learning: A Response to Kirschner, Sweller, and Clark (2006) (2007)Implications for educational practice of the science of learning and development (2019)Mind in Society: The Development of Higher Psychological Processes (1978)Situated Learning: Legitimate Peripheral Participation. (1994)The Knowledge Creation Metaphor – An Emergent Epistemological Approach to Learning (2005)Perspectives into learning at the workplace (2008)Studies of expansive learning: Foundations, findings and future challenges (2010)The Reflective Practitioner: How Professionals Think in Action (1985)What Video Games Have to Teach Us about Learning and Literacy (2004)Integrating the Visual Arts Back into the Classroom with Mobile Applications (2013)Teachers’ Technological Pedagogical Content Knowledge Self-Efficacies (2014)Teachers pedagogical change framework: a diagnostic tool for changing teachers’ uses of emerging technologies (2016)Creativity. (1950)The Social Psychology of Creativity (1983)Self-theories: Their Role in Motivation, Personality, and Development (1999)Reliability, Validity, and Factor Structure of the Creative Achievement Questionnaire (2005)Can We Trust Creativity Tests? A Review of the Torrance Tests of Creative Thinking (TTCT) (2006)Rethinking Giftedness and Gifted Education (2011)The Discovery of Grounded Theory; Strategies for Qualitative Research (1968)The Discovery of Grounded Theory: Strategies for Qualitative Research. (1968)Case Study Research: Design and Methods (1984)Secondary school creativity, teacher practice and STEAM education: An international study (2017)How creativity, autonomy and visual reasoning contribute to cognitive learning in a STEAM hands-on inquiry-based math module (2018)Creative pedagogies: a systematic review (2019)The Impact of Culture and Individualism–Collectivism on the Creative Potential and Achievement of American and Chinese Adults (2006)The ‘art’ of creative teaching: implications for higher education (2010)Developing critical and creative thinking skills through STEAM integration in chemistry learning (2019)The digital native – myth and reality (2009)A Tale of Four Platforms: Motivations and Uses of Facebook, Twitter, Instagram, and Snapchat Among College Students? (2017)The myths of the digital native and the multitasker (2017)Chapter 3 : Identity as an Analytic Lens for Research in Education (2000)What video games have to teach us about learning and literacy (2003)Discourse (2005)
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References

  • 1996A Pedagogy of Multiliteracies: Designing Social Futures5,568 cited
  • 2004Problem-Based Learning: What and How Do Students Learn?5,247 cited
  • 2006RETRACTED ARTICLE: The Nature of Creativity1,498 cited
  • 2004Models of Innovative Knowledge Communities and Three Metaphors of Learning805 cited
  • 2005Engaging by design: How engagement strategies in popular computer and video games can inform instructional design628 cited
  • 2009Living and Learning with New Media270 cited
  • 2006Pedagogy and possibility thinking in the early years261 cited
  • 2003School Grounds as Sites for Learning: Making the most of environmental opportunities230 cited
  • 2011Deep-play: developing TPACK for 21st century teachers227 cited
  • 2009Creativity in the Classroom198 cited
  • 2014Personalized workplace learning: An exploratory study on digital badging within a teacher professional development program198 cited
  • 2007Writing the future in the digital age177 cited
  • 2015Hybrid and Blended Learning166 cited
  • 1995Computer Supported Collaborative Learning (CSCL)83 cited

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