메뉴 건너뛰기




Volumn 3, Issue 3-4, 2008, Pages 253-263

Video games and embodiment

Author keywords

Embodiment; Identity; Thinking; Video games

Indexed keywords


EID: 61049102884     PISSN: 15554120     EISSN: 15554139     Source Type: Journal    
DOI: 10.1177/1555412008317309     Document Type: Article
Times cited : (159)

References (42)
  • 5
    • 0002160289 scopus 로고    scopus 로고
    • Language comprehension: Archival memory or preparation for situated action
    • Barsalou, L. W. (1999a). Language comprehension: Archival memory or preparation for situated action. Discourse Processes, 28, 61-80
    • (1999) Discourse Processes , vol.28 , pp. 61-80
    • Barsalou, L.W.1
  • 7
    • 84965520752 scopus 로고
    • Situated cognition and the culture of learning
    • Brown, J. S., Collins, A., & Dugid, P. (1989). Situated cognition and the culture of learning. Educational Researcher, 18, 32-42
    • (1989) Educational Researcher , vol.18 , pp. 32-42
    • Brown, J.S.1    Collins, A.2    Dugid, P.3
  • 21
    • 58149521319 scopus 로고    scopus 로고
    • Pleasure, learning, video games, and life: The projective stance
    • M. Knobel & C. Lankshear Eds, New York: Peter Lang
    • Gee, J. P. (2007). Pleasure, learning, video games, and life: The projective stance. In M. Knobel & C. Lankshear (Eds.), A new literacies sampler (pp. 95-113). New York: Peter Lang
    • (2007) A New Literacies Sampler , pp. 95-113
    • Gee, J.P.1
  • 22
    • 85131157011 scopus 로고
    • The theory of affordances
    • R. Shaw & J. Bransford Eds, Hillsdale, NJ: Lawrence Erlbaum
    • Gibson, J. J. (1977). The theory of affordances. In R. Shaw & J. Bransford (Eds.), Perceiving, acting, and knowing: Toward an ecological psychology (pp. 67-82). Hillsdale, NJ: Lawrence Erlbaum
    • (1977) Perceiving, Acting, and Knowing: Toward An Ecological Psychology , pp. 67-82
    • Gibson, J.J.1
  • 25
  • 26
    • 0002076787 scopus 로고    scopus 로고
    • The situativity of knowing, learning, and research
    • Greeno, J. (1998). The situativity of knowing, learning, and research. American Psychologist, 53, 5-26
    • (1998) American Psychologist , vol.53 , pp. 5-26
    • Greeno, J.1
  • 29
    • 27544494458 scopus 로고    scopus 로고
    • Harnessing the power of games in education
    • Jenkins, H., & Squire, K. (2004). Harnessing the power of games in education. Insight, 3(1), 5-33
    • (2004) Insight , vol.3 , Issue.1 , pp. 5-33
    • Jenkins, H.1    Squire, K.2
  • 32
    • 85047697011 scopus 로고    scopus 로고
    • Teaching, as learning, in practice
    • Lave, J. (1996). Teaching, as learning, in practice. Mind, Culture, and Activity, 3, 149-164
    • (1996) Mind, Culture, and Activity , vol.3 , pp. 149-164
    • Lave, J.1
  • 36
    • 33846787459 scopus 로고    scopus 로고
    • Changing the game: What happens when video games enter the classroom?
    • Squire, K. D. (2005). Changing the game: What happens when video games enter the classroom? Innovate, 1(6). Available at http://www.innovateonline. info/index.php?view=article&id=82
    • (2005) Innovate , vol.1 , Issue.6
    • Squire, K.D.1
  • 37
    • 84996220783 scopus 로고    scopus 로고
    • From content to context: Videogames as designed experience
    • Squire, K. (2006). From content to context: Videogames as designed experience. Educational Researcher, 35(8), 19-29
    • (2006) Educational Researcher , vol.35 , Issue.8 , pp. 19-29
    • Squire, K.1
  • 38
    • 15944392393 scopus 로고    scopus 로고
    • Learning in massively multiplayer online games
    • Y. B. Kafai, W. A. Sandoval, N. Enyedy, A. S. Nixon, & F. Herrera Eds, Mahwah, NJ: Lawrence Erlbaum
    • Steinkuehler, C. A. (2004). Learning in massively multiplayer online games. In Y. B. Kafai, W. A. Sandoval, N. Enyedy, A. S. Nixon, & F. Herrera (Eds.), Proceedings of the Sixth International Conference of the Learning Sciences (pp. 521-528). Mahwah, NJ: Lawrence Erlbaum
    • (2004) Proceedings of the Sixth International Conference of the Learning Sciences , pp. 521-528
    • Steinkuehler, C.A.1
  • 39
    • 33748332818 scopus 로고    scopus 로고
    • Massively multiplayer online videogaming as participation in a discourse
    • Steinkuehler, C. A. (2006). Massively multiplayer online videogaming as participation in a discourse. Mind, Culture, & Activity, 13(1), 38-52
    • (2006) Mind, Culture, & Activity , vol.13 , Issue.1 , pp. 38-52
    • Steinkuehler, C.A.1
  • 42
    • 84940033546 scopus 로고    scopus 로고
    • Oxford, UK: Oxford University Press
    • Wertsch, J. V. (1998). Mind as action. Oxford, UK: Oxford University Press
    • (1998) Mind As Action
    • Wertsch, J.V.1


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.