-
1
-
-
84857564558
-
The effects of multimedia-supported problem-based inquiry on student engagement, empathy, and assumptions about history
-
Brush, T., & Saye, J. (2008). The effects of multimedia-supported problem-based inquiry on student engagement, empathy, and assumptions about history. The Interdisciplinary Journal of Problem-based Learning, 2(1), 21-56.
-
(2008)
The Interdisciplinary Journal of Problem-based Learning
, vol.2
, Issue.1
, pp. 21-56
-
-
Brush, T.1
Saye, J.2
-
2
-
-
12944268852
-
Reading comprehension on the Internet: Expanding our understanding of reading comprehension to encompass new literacies
-
Coiro, J. (2003). Reading comprehension on the Internet: Expanding our understanding of reading comprehension to encompass new literacies. The Reading Teacher, 56(5), 458-465.
-
(2003)
The Reading Teacher
, vol.56
, Issue.5
, pp. 458-465
-
-
Coiro, J.1
-
3
-
-
2142738709
-
Building islands of expertise in everyday family activities
-
G. Leinhardt, K. Crowley, & K Knutson (Eds.), Mahwah, NJ: Lawrence Erlbaum Associates
-
Crowley, K. & Jacobs, M. (2002). Building islands of expertise in everyday family activities. In G. Leinhardt, K. Crowley, & K Knutson (Eds.), Learning conversations in museums (pp. 401-423). Mahwah, NJ: Lawrence Erlbaum Associates.
-
(2002)
Learning conversations in museums
, pp. 401-423
-
-
Crowley, K.1
Jacobs, M.2
-
5
-
-
84917020175
-
Professor considers laptop ban after reading about distracted student
-
Retrieved July 10, 2009, from
-
Foster, A. (2008). Professor considers laptop ban after reading about distracted student. Chronicle of Higher Education. Retrieved July 10, 2009, from http://chronicle.com/wiredcampus/article/3023/professor-considers-laptop-banafter-reading-about-distracted-student
-
(2008)
Chronicle of Higher Education
-
-
Foster, A.1
-
6
-
-
84893004732
-
Productive play: Participation and learning in digital game environments
-
Galarneau, L. (2007). Productive play: Participation and learning in digital game environments. Advanced Technology for Learning, 4(4).
-
(2007)
Advanced Technology for Learning
, vol.4
, Issue.4
-
-
Galarneau, L.1
-
9
-
-
85083284324
-
Theory by design
-
M. J. P. Wolf & B. Perron (Eds.), London: Routledge
-
Holland, W., Jenkins, H. & Squire, K. (2003). Theory by design. In M. J. P. Wolf & B. Perron (Eds.), Video game theory reader (pp. 25-46). London: Routledge.
-
(2003)
Video game theory reader
, pp. 25-46
-
-
Holland, W.1
Jenkins, H.2
Squire, K.3
-
12
-
-
33646193934
-
Game design as narrative architecture
-
N. Wardrip-Fruin & P. Harrigan (Eds.), Cambridge, MA: MIT Press
-
Jenkins, H. (2004). Game design as narrative architecture. In N. Wardrip-Fruin & P. Harrigan (Eds.), First person: New media as story, performance, and game (pp. 118-130). Cambridge, MA: MIT Press.
-
(2004)
First person: New media as story, performance, and game
, pp. 118-130
-
-
Jenkins, H.1
-
14
-
-
33846299316
-
-
Chicago, IL: The MacArthur Foundation
-
Jenkins, H., Clinton, K., Purushotma, R., Robison, A., and Weigel, M. (2006). Confronting the challenges of participatory culture: Media education for the 21st century. Chicago, IL: The MacArthur Foundation.
-
(2006)
Confronting the challenges of participatory culture: Media education for the 21st century
-
-
Jenkins, H.1
Clinton, K.2
Purushotma, R.3
Robison, A.4
Weigel, M.5
-
16
-
-
84917020174
-
-
Paper presented at the national American Education Research Association (AERA) Conference, Chicago, 2003
-
Klopfer, E., Squire, K., & Jenkins, H. (2003). Augmented reality simulations on PDAs. Paper presented at the national American Education Research Association (AERA) Conference, Chicago, 2003.
-
(2003)
Augmented reality simulations on PDAs
-
-
Klopfer, E.1
Squire, K.2
Jenkins, H.3
-
17
-
-
0002136037
-
The practice of learning: The problem with "context
-
S. Chaiklin & J. Lave (Eds.), Boston, MA: Cambridge University Press
-
Lave, J. (1988). The practice of learning: The problem with "context." In S. Chaiklin & J. Lave (Eds.), Understanding practice: Perspectives on activity and context (pp.3-32). Boston, MA: Cambridge University Press.
-
(1988)
Understanding practice: Perspectives on activity and context
, pp. 3-32
-
-
Lave, J.1
-
18
-
-
52749097395
-
You won't be needing your laptops today": Wired bodies in the wireless classroom
-
M. Knobel & C. Lankshear (Eds.), New York: Peter Lang
-
Leander, K. (2007). "You won't be needing your laptops today": Wired bodies in the wireless classroom. In M. Knobel & C. Lankshear (Eds.), A new literacies sampler (pp. 25-48). New York: Peter Lang.
-
(2007)
A new literacies sampler
, pp. 25-48
-
-
Leander, K.1
-
21
-
-
0030554830
-
A pedagogy of multiliteracies: Designing social futures
-
New London Group. (1996). A pedagogy of multiliteracies: Designing social futures. Harvard Educational Review, 66(1), 60-92.
-
(1996)
Harvard Educational Review
, vol.66
, Issue.1
, pp. 60-92
-
-
-
22
-
-
0742328895
-
A walk on the WILD side: How wireless handhelds may change CSCL
-
G. Stahl (Ed.), Hillsdale, NJ: Erlbaum Associates
-
Roschelle, J., & Pea, R. (2002). A walk on the WILD side: How wireless handhelds may change CSCL. In G. Stahl (Ed.), Proceedings of computer support for collaborative learning 2002 (pp. 51-60). Hillsdale, NJ: Erlbaum Associates.
-
(2002)
Proceedings of computer support for collaborative learning 2002
, pp. 51-60
-
-
Roschelle, J.1
Pea, R.2
-
24
-
-
27544500148
-
Video games and the future of learning
-
Shaffer, D., Squire, K., Halverson, R., & Gee, J. (2005). Video games and the future of learning. Phi Delta Kappan, 87(2), 105-111.
-
(2005)
Phi Delta Kappan
, vol.87
, Issue.2
, pp. 105-111
-
-
Shaffer, D.1
Squire, K.2
Halverson, R.3
Gee, J.4
-
25
-
-
33846787459
-
Changing the game: What happens when video games enter the classroom?
-
Retrieved July 2009, from
-
Squire, K. (2005). Changing the game: What happens when video games enter the classroom? Innovate: Journal of Online Education, 1(6). Retrieved July 2009, from http://www.innovateonline.info/index.php?view=article&id=82
-
(2005)
Innovate: Journal of Online Education
, vol.1
, Issue.6
-
-
Squire, K.1
-
26
-
-
84996220783
-
From content to context: Videogames as designed experience
-
Squire, K. (2006). From content to context: Videogames as designed experience. Educational Researcher, 35(8), 11.
-
(2006)
Educational Researcher
, vol.35
, Issue.8
, pp. 11
-
-
Squire, K.1
-
27
-
-
77953826760
-
Video games and education: Designing learning systems for an interactive age
-
Squire, K. (2008). Video games and education: Designing learning systems for an interactive age. Educational Technology, 48(2), 17-25.
-
(2008)
Educational Technology
, vol.48
, Issue.2
, pp. 17-25
-
-
Squire, K.1
-
28
-
-
34247245850
-
Mad City Mystery: Developing scientific argumentation skills with a place-based augmented reality game on handheld computers
-
Squire, K., & Jan, M. (2007). Mad City Mystery: Developing scientific argumentation skills with a place-based augmented reality game on handheld computers. Journal of Science Education and Technology, 16(1), 5-29.
-
(2007)
Journal of Science Education and Technology
, vol.16
, Issue.1
, pp. 5-29
-
-
Squire, K.1
Jan, M.2
-
29
-
-
84880405263
-
Wherever you go, there you are: Place-based augmented reality games for learning
-
B. E. Shelton & D. Wiley (Eds.), Rotterdam: Sense Publishers
-
Squire, K., Jan, M., Mathews, J., Wagler, M., Martin, J., DeVane, B., et al. (2007). Wherever you go, there you are: Place-based augmented reality games for learning. In B. E. Shelton & D. Wiley (Eds.), The educational design and use of simulation computer games (pp. 265-296). Rotterdam: Sense Publishers.
-
(2007)
The educational design and use of simulation computer games
, pp. 265-296
-
-
Squire, K.1
Jan, M.2
Mathews, J.3
Wagler, M.4
Martin, J.5
DeVane, B.6
-
30
-
-
46349101970
-
Designing centers of expertise for academic learning through video games
-
Squire, K., DeVane, B., & Durga, S. (2008). Designing centers of expertise for academic learning through video games. Theory Into Practice, 47(3), 240-251.
-
(2008)
Theory Into Practice
, vol.47
, Issue.3
, pp. 240-251
-
-
Squire, K.1
DeVane, B.2
Durga, S.3
-
32
-
-
33748332818
-
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
|