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Virtual Worlds: New Directions for HRD Research and Practice.
12 references·1 citing·48 second hop
Virtual Worlds: New Directions for HRD Research and Practice. (2008)Virtual Worlds: New Directions for HRD Re…The Scientific Research Potential of Virtual Worlds (2007)The Scientific Research Poten…New Learning Design in Distance Education: The impact on student perception and motivation (2007)New Learning Design in Distan…Implementing Authentic Tasks in Web-Based Learning Environments (2007)Implementing Authentic Tasks …Massively Multiplayer Online Games (MMOs) in the New Media Classroom (2006)Massively Multiplayer Online …Learner interaction management in an avatar and chat-based virtual world (2006)Learner interaction managemen…GOING BEYOND THE INFORMATION GIVEN (2006)GOING BEYOND THE INFORMATION …Creating next generation blended learning environments using mixed reality, Video Games and Simulations (2005)Creating next generation blen…Learning in Massively Multiplayer Online Games (2004)Learning in Massively Multipl…Enabling Distributed Learning Communities via Emerging Technologies--Part One. (2004)Enabling Distributed Learning…EXAMINING SOCIAL PRESENCE IN ONLINE COURSES IN RELATION TO STUDENTS' PERCEIVED LEARNING AND SATISFACTION (2003)EXAMINING SOCIAL PRESENCE IN …Constructing Virtual Worlds: Tracing the Historical Development of Learner Practices (2001)Constructing Virtual Worlds: …Situated Learning: Legitimate Peripheral Participation. (1994)Situated Learning: Legitimate…A Study of Adult Learning in a Virtual World (2010)A Study of Adult Learning in …Flow: the psychology of optimal experience (1990)Massively Multiplayer Online Video Gaming as Participation in a Discourse (2006)Massively Multiplayer Online Gaming as a Constellation of Literacy Practices (2007)Transcultural communication in open internet environments and massively multiplayer online games (2008)The Interpretation of Cultures (2017)Cognitive Load During Problem Solving: Effects on Learning (1988)Situated Cognition and the Culture of Learning (1989)Business Dynamics: Systems Thinking and Modeling for a Complex World (2000)Integrating Commercial Off-the-Shelf Video Games into School Curriculums (2008)An analysis of high impact scholarship and publication trends in blended learning (2012)Serious Sustainability Challenge Game to Promote Teaching and Learning of Building Sustainability (2013)Mind in Society: The Development of Higher Psychological Processes (1978)Naturalistic inquiry (1985)Developing an Empirical Account of a Community of Practice: Characterizing the Essential Tensions (2002)Smart People or Smart Contexts? Cognition, Ability, and Talent Development in an Age of Situated Approaches to Knowing and Learning (2002)Handbook of Research on Effective Electronic Gaming in Education (2009)Mental Representations: A Dual Coding Approach (1986)Distance education : a systems view (1996)Learning Together and Alone: Cooperative, Competitive, and Individualistic Learning (1998)ONLINE COMMUNITY OF INQUIRY REVIEW: SOCIAL, COGNITIVE, AND TEACHING PRESENCE ISSUES (2007)Student perceptions of collaborative learning, social presence and satisfaction in a blended learning environment: Relationships and critical factors (2007)Developing a community of inquiry instrument: Testing a measure of the Community of Inquiry framework using a multi-institutional sample (2008)Principles of Instructional Design (1974)An instructional design framework for authentic learning environments (2000)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. 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(1956)Communities of practice learning, meaning, and identity (1999)Virtually Real: A Psychological Perspective on Massively Multiplayer Online Games (2010)Framing the Adoption of Serious Games in Formal Education (2012)Esports matrix: Structuring the esports research agenda (2020)Identity : Youth and Crisis. 1968 (1968)The Evolution of Cooperation (1981)Strangers and friends (2006)Virtual worlds — past, present, and future: New directions in social computing (2009)My Life as a Night Elf Priest (2010)Politeness : Some Universals in Language Usage (1987)SYNCHRONOUS COMPUTER-MEDIATED COMMUNICATION AND INTERACTION (2015)Taking Technology to Task: Technology-Mediated TBLT, Performance, and Production (2016)The impact of a virtual reality app on adolescent EFL learners’ vocabulary learning (2020)The Presentation of Self in Everyday Life (2023)Organizational Learning and Communities-of-Practice: Toward a Unified View of Working, Learning, and Innovation (1991)What Video Games Have to Teach Us about Learning and Literacy (2004)A Continuum of Impression Formation, from Category-Based to Individuating Processes: Influences of Information and Motivation on Attention and Interpretation (1990)Subjective Construal, Social Inference, and Human Misunderstanding (1991)The White standard: Racial bias in leader categorization. (2008)
this work references cited by second hop

References

  • 1994Situated Learning: Legitimate Peripheral Participation.39,454 cited
  • 2003EXAMINING SOCIAL PRESENCE IN ONLINE COURSES IN RELATION TO STUDENTS' PERCEIVED LEARNING AND SATISFACTION1,640 cited
  • 2007The Scientific Research Potential of Virtual Worlds935 cited
  • 2006GOING BEYOND THE INFORMATION GIVEN560 cited
  • 2004Learning in Massively Multiplayer Online Games353 cited
  • 2006Learner interaction management in an avatar and chat-based virtual world267 cited
  • 2005Creating next generation blended learning environments using mixed reality, Video Games and Simulations212 cited
  • 2001Constructing Virtual Worlds: Tracing the Historical Development of Learner Practices187 cited
  • 2006Massively Multiplayer Online Games (MMOs) in the New Media Classroom187 cited
  • 2007New Learning Design in Distance Education: The impact on student perception and motivation162 cited
  • 2004Enabling Distributed Learning Communities via Emerging Technologies--Part One.104 cited
  • 2007Implementing Authentic Tasks in Web-Based Learning Environments92 cited

Cited by

  • 2010A Study of Adult Learning in a Virtual World58 cited

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