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What Can K-12 School Leaders Learn from Video Games and Gaming?.
16 references·12 citing·41 second hop
What Can K-12 School Leaders Learn from Video Games and Gaming?. (2005)What Can K-12 School Leaders Learn from V…Digital Game-Based Learning (2019)Digital Game-Based LearningOversold and Underused (2009)Oversold and UnderusedWhat Would a State of the Art Instructional Video Game Look like (2005)What Would a State of the Art…Changing the Game: What Happens When Video Games Enter the Classroom? (2005)Changing the Game: What Happe…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Replaying history: engaging urban underserved students in learning world history through computer simulation games (2004)Replaying history: engaging u…Learning in Massively Multiplayer Online Games (2004)Learning in Massively Multipl…Systems of Practice: How Leaders Use Artifacts to Create Professional Community in Schools (2003)Systems of Practice: How Lead…The educational potential of electronic games : From games-to-teach to games-to-learn (2001)The educational potential of …How people learn (2000)How people learnAddressing the Challenges of Inquiry-Based Learning Through Technology and Curriculum Design (1999)Addressing the Challenges of …Constructivism: Theory, Perspectives, and Practice (1996)Constructivism: Theory, Persp…Minds in play: computer game design as a context for children's learning (1995)Minds in play: computer game …Development during adolescence: The impact of stage€nvironment fit on young adolescents' experiences in schools and in families. (1993)Development during adolescenc…Identity in adolescence: the balance between self and other (1989)Identity in adolescence: the …Educational Organizations as Loosely Coupled Systems (1976)Educational Organizations as …STEAM Designed and Enacted: Understanding the Process of Design and Implementation of STEAM Curriculum in an Elementary School (2020)STEAM Designed and Enacted: U…Expertise and engagement (2019)Expertise and engagementPerspective taking and decision-making in educational game play: A mixed-methods study (2016)Perspective taking and decisi…Development of Game-Like Simulations for Procedural Knowledge in Healthcare Education (2014)Development of Game-Like Simu…Seeing Change in Time: Video Games to Teach about Temporal Change in Scientific Phenomena (2013)Seeing Change in Time: Video …Librarians’ Roles in Informatics to Support Classroom Incorporation of Technology (2013)Librarians’ Roles in Informat…Perceptions of the Value of Digital Mini-Games: Implications for Middle School Classrooms. (2010)Perceptions of the Value of D…A framework for understanding (2009)A framework for understandingHarnessing Computer Games in Education (2008)Harnessing Computer Games in …Online Games for 21st Century Skills (2007)Online Games for 21st Century…Leveraging Identity to Make Learning Fun: Possible Selves and Experiential Learning in Massively Multiplayer Online Games (MMOGs) (2007)Leveraging Identity to Make L…Games, Learning, and Society: Building a Field. (2007)Games, Learning, and Society:…The Body in the Mind (1987)Situated Cognition and the Culture of Learning (1989)National Science Education Standards (1995)Supporting Students' Construction of Scientific Explanations by Fading Scaffolds in Instructional Materials (2006)International Handbook of Information Technology in Primary and Secondary Education (2008)Collaborative Inquiry Learning: Models, tools, and challenges (2009)Situated Learning: Legitimate Peripheral Participation. 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References

  • 1976Educational Organizations as Loosely Coupled Systems7,396 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2000How people learn2,544 cited
  • 1993Development during adolescence: The impact of stage€nvironment fit on young adolescents' experiences in schools and in families.2,243 cited
  • 1996Constructivism: Theory, Perspectives, and Practice2,011 cited
  • 2009Oversold and Underused1,904 cited
  • 1999Addressing the Challenges of Inquiry-Based Learning Through Technology and Curriculum Design875 cited
  • 2019Digital Game-Based Learning656 cited
  • 1995Minds in play: computer game design as a context for children's learning566 cited
  • 2005Changing the Game: What Happens When Video Games Enter the Classroom?407 cited
  • 1989Identity in adolescence: the balance between self and other376 cited
  • 2004Learning in Massively Multiplayer Online Games353 cited
  • 2004Replaying history: engaging urban underserved students in learning world history through computer simulation games171 cited
  • 2003Systems of Practice: How Leaders Use Artifacts to Create Professional Community in Schools139 cited
  • 2005What Would a State of the Art Instructional Video Game Look like

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115 cited
  • 2001The educational potential of electronic games : From games-to-teach to games-to-learn82 cited
  • Cited by

    • 2020STEAM Designed and Enacted: Understanding the Process of Design and Implementation of STEAM Curriculum in an Elementary School86 cited
    • 2009A framework for understanding80 cited
    • 2007Games, Learning, and Society: Building a Field.70 cited
    • 2013Seeing Change in Time: Video Games to Teach about Temporal Change in Scientific Phenomena67 cited
    • 2007Leveraging Identity to Make Learning Fun: Possible Selves and Experiential Learning in Massively Multiplayer Online Games (MMOGs)66 cited
    • 2010Perceptions of the Value of Digital Mini-Games: Implications for Middle School Classrooms.60 cited
    • 2016Perspective taking and decision-making in educational game play: A mixed-methods study58 cited
    • 2007Online Games for 21st Century Skills56 cited
    • 2014Development of Game-Like Simulations for Procedural Knowledge in Healthcare Education51 cited
    • 2008Harnessing Computer Games in Education44 cited
    • 2019Expertise and engagement41 cited
    • 2013Librarians’ Roles in Informatics to Support Classroom Incorporation of Technology1 cited