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Educational Use of Computer Games: Where We Are, and What’s Next
16 references·2 citing·24 second hop
Educational Use of Computer Games: Where We Are, and What’s Next (2012)Educational Use of Computer Games: Where …Art as Experience (1934) (2026)Art as Experience (1934)Cognitive Apprenticeship: Teaching the Crafts of Reading, Writing, and Mathematics (2018)Cognitive Apprenticeship: Tea…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…What video games have to teach us about learning and literacy (2003)What video games have to teac…A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)A taxonomy for learning, teac…Communities of practice learning, meaning, and identity (1999)Communities of practice learn…Communities of Practice (1998)Communities of PracticeSituated Learning: Legitimate Peripheral Participation. (1994)Situated Learning: Legitimate…Situated Learning (1991)Situated LearningFlow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Those Who Understand: Knowledge Growth in Teaching (1986)Those Who Understand: Knowled…Experience and Education (1986)Experience and EducationBeyond boredom and anxiety (1975)Beyond boredom and anxietyThe Process of Education (1960)The Process of EducationExperience and Education. (1938)Experience and Education.Emotional experiences in simulated classroom training environments (2016)Emotional experiences in simu…Teachers' concerns about adopting constructivist online game‐based learning in formal curriculum teaching: The VISOLE experience (2015)Teachers' concerns about adop…Judgment under Uncertainty (1982)Judgment Under Uncertainty: Heuristics and Biases. (1984)Handbook of research on teaching (1986)Knowledge and Teaching:Foundations of the New Reform (1987)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)Clusters and knowledge: local buzz, global pipelines and the process of knowledge creation (2004)Problem-Based Learning: What and How Do Students Learn? (2004)Stories of Experience and Narrative Inquiry (1990)Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)Situated Cognition and the Culture of Learning (1989)Organizational Learning and Communities-of-Practice: Toward a Unified View of Working, Learning, and Innovation (1991)Teaching For Quality Learning At University (1999)A Revision of Bloom's Taxonomy: An Overview (2002)The use of flipped classrooms in higher education: A scoping review (2015)Subjective well-being: Three decades of progress. (1999)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)Qualitative Analysis for Social Scientists (1987)Students' Need for Belonging in the School Community (2000)Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)GameFlow (2005)Event tourism: Definition, evolution, and research (2007)Measuring and defining the experience of immersion in games (2008)
this work references cited by second hop

References

  • 1994Situated Learning: Legitimate Peripheral Participation.39,454 cited
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  • 1999Communities of practice learning, meaning, and identity28,353 cited
  • 1998Communities of Practice23,452 cited
  • 1986Those Who Understand: Knowledge Growth in Teaching18,524 cited
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  • 1990Flow: the psychology of optimal experience12,637 cited
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  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
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  • 2026Art as Experience (1934)5,188 cited
  • 2018Cognitive Apprenticeship: Teaching the Crafts of Reading, Writing, and Mathematics3,674 cited

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Cited by

  • 2015Teachers' concerns about adopting constructivist online game‐based learning in formal curriculum teaching: The VISOLE experience36 cited
  • 2016Emotional experiences in simulated classroom training environments31 cited