-
1
-
-
0033244509
-
Enactivism and the experiential reality of culture: Rethinking the epistemological basis of cultural psychology
-
and
-
Baerveldt, C., and Verheggen, T., 1999. Enactivism and the experiential reality of culture: Rethinking the epistemological basis of cultural psychology. Culture & Psychology, 5 (2): 183–206. (doi:10.1177/1354067X9952006)
-
(1999)
Culture & Psychology
, vol.5
, Issue.2
, pp. 183-206
-
-
Baerveldt, C.1
Verheggen, T.2
-
2
-
-
34247403446
-
Digital game-based learning once removed: Teaching teachers
-
Becker, K., 2007. Digital game-based learning once removed: Teaching teachers. British Journal of Educational Technology, 38 (3): 478–488. (doi:10.1111/j.1467-8535.2007.00711.x)
-
(2007)
British Journal of Educational Technology
, vol.38
, Issue.3
, pp. 478-488
-
-
Becker, K.1
-
3
-
-
42249108500
-
Impass-driven learning in the context of video games
-
and
-
Blumberg, C., Rosenthal, E., and Randall, D., 2008. Impass-driven learning in the context of video games. Computers in Human Behavior, 24: 1530–1541. (doi:10.1016/j.chb.2007.05.010)
-
(2008)
Computers in Human Behavior
, vol.24
, pp. 1530-1541
-
-
Blumberg, C.1
Rosenthal, E.2
Randall, D.3
-
4
-
-
70349099794
-
The effectiveness of computer based 'gameshow' formats in survey course: A quasi-experiment
-
Brandyberry, A., and Pardue, H., 2001. The effectiveness of computer based 'gameshow' formats in survey course: A quasi-experiment. Journal of Information System Education, 12 (2): 109–114
-
(2001)
Journal of Information System Education
, vol.12
, Issue.2
, pp. 109-114
-
-
Brandyberry, A.1
Pardue, H.2
-
5
-
-
0032841371
-
An embodied cognitive science?
-
Clark, A., 1999. An embodied cognitive science?. Trends in Cognitive Sciences, 3 (9): 345–351. (doi:10.1016/S1364-6613(99)01361-3)
-
(1999)
Trends in Cognitive Sciences
, vol.3
, Issue.9
, pp. 345-351
-
-
Clark, A.1
-
6
-
-
77951095365
-
The relationship between motivation, learning strategies, and choice of environment whether traditional or including an online component
-
and
-
Clayton, K., Blumbery, F., and Auld, D., 2010. The relationship between motivation, learning strategies, and choice of environment whether traditional or including an online component. British Journal of Educational Technology, 41 (3): 349–364. (doi:10.1111/j.1467-8535.2009.00993.x)
-
(2010)
British Journal of Educational Technology
, vol.41
, Issue.3
, pp. 349-364
-
-
Clayton, K.1
Blumbery, F.2
Auld, D.3
-
8
-
-
34247732721
-
Grounded theory research: Procedures, canons, and evaluative criteria
-
and
-
Corbin, J., and Strauss, A., 1990. Grounded theory research: Procedures, canons, and evaluative criteria. Qualitative Sociology, 13: 3–21. (doi:10.1007/BF00988593)
-
(1990)
Qualitative Sociology
, vol.13
, pp. 3-21
-
-
Corbin, J.1
Strauss, A.2
-
10
-
-
0012621320
-
-
Mahwah, NJ: Lawrence Erlbaum
-
Davis, B., Sumara, D., and Luce-Kapler, R., 2000. Engaging minds: Learning and teaching in a complex world, Mahwah, NJ: Lawrence Erlbaum
-
(2000)
Engaging minds: Learning and teaching in a complex world
-
-
Davis, B.1
Sumara, D.2
Luce-Kapler, R.3
-
11
-
-
0012621320
-
-
2, Mahwah, NJ: Lawrence Erlbaum
-
Davis, B., Sumara, D., and Luce-Kapler, R., 2008. Engaging minds: Changing teaching in complex times, 2, Mahwah, NJ: Lawrence Erlbaum
-
(2008)
Engaging minds: Changing teaching in complex times
-
-
Davis, B.1
Sumara, D.2
Luce-Kapler, R.3
-
12
-
-
33748100958
-
Planning for Neomillennial learning styles: Implications for investment in technology and faculty
-
Oblinger D., Oblinger J., (eds), Boulder, CO: EDUCAUSE,. Edited by
-
Dede, C., 2005. “ Planning for Neomillennial learning styles: Implications for investment in technology and faculty ”. In Educating the net generation, Edited by: Oblinger, D., and Oblinger, J., 15.11–15.22. Boulder, CO: EDUCAUSE
-
(2005)
Educating the net generation
, pp. 15.11-15.22
-
-
Dede, C.1
-
13
-
-
33751513124
-
Digital game-based learning: It's not just the digital natives who are restless
-
van Eck, R., 2006. Digital game-based learning: It's not just the digital natives who are restless. EDUCAUSE Review, 41 (2): 16–30
-
(2006)
EDUCAUSE Review
, vol.41
, Issue.2
, pp. 16-30
-
-
van Eck, R.1
-
14
-
-
48649090266
-
Overview of research on the educational use of video games
-
Egenfeldt-Nielsen, S., 2006. Overview of research on the educational use of video games. Digital Kompetanse, 3 (1): 184–213
-
(2006)
Digital Kompetanse
, vol.3
, Issue.1
, pp. 184-213
-
-
Egenfeldt-Nielsen, S.1
-
20
-
-
0028411308
-
Gibson's affordances
-
Greeno, J. G. (1994). Gibson's affordances. Psychological Review, 101(2), 336–342
-
(1994)
Psychological Review
, vol.101
, Issue.2
, pp. 336-342
-
-
Greeno, J.G.1
-
21
-
-
0002492517
-
Case studies in organizational research
-
Cassell C., Symon G., (eds), Thousand Oaks, CA: Sage,. Edited by
-
Hartley, J. F., 1994. “ Case studies in organizational research ”. In Qualitative methods in organizational research: A practical guide, Edited by: Cassell, C., and Symon, G., 208–229. Thousand Oaks, CA: Sage
-
(1994)
Qualitative methods in organizational research: A practical guide
, pp. 208-229
-
-
Hartley, J.F.1
-
23
-
-
0036242527
-
Application of computer games in the field of education
-
Jayakanthan, R., 2002. Application of computer games in the field of education. The Electronic Library, 20 (2): 98–102. (doi:10.1108/02640470210697471)
-
(2002)
The Electronic Library
, vol.20
, Issue.2
, pp. 98-102
-
-
Jayakanthan, R.1
-
24
-
-
84958365198
-
Personal practical knowledge series: Embodied knowledge
-
Johnson, M., 1989. Personal practical knowledge series: Embodied knowledge. Curriculum Inquiry, 19 (4): 361–377. (doi:10.2307/1179358)
-
(1989)
Curriculum Inquiry
, vol.19
, Issue.4
, pp. 361-377
-
-
Johnson, M.1
-
25
-
-
33751179311
-
Playing and making games for learning: Instructionist and constructionist perspectives for game studies
-
Kafai, Y., 2006. Playing and making games for learning: Instructionist and constructionist perspectives for game studies. Games and Culture, 1 (1): 36–40. (doi:10.1177/1555412005281767)
-
(2006)
Games and Culture
, vol.1
, Issue.1
, pp. 36-40
-
-
Kafai, Y.1
-
27
-
-
0032320539
-
Game design as an interactive learning environment for fostering students’ and teachers’ mathematical inquiry
-
and
-
Kafai, Y. B., Franke, M. L., Shih, J. C., and Ching, C. C., 1998. Game design as an interactive learning environment for fostering students’ and teachers’ mathematical inquiry. International Journal of Computers for Mathematical Learning, 3 (2): 149–184. (doi:10.1023/A:1009777905226)
-
(1998)
International Journal of Computers for Mathematical Learning
, vol.3
, Issue.2
, pp. 149-184
-
-
Kafai, Y.B.1
Franke, M.L.2
Shih, J.C.3
Ching, C.C.4
-
28
-
-
78149467805
-
Teachers and game-based learning: Improving understanding of how to increase efficacy of adoption
-
and
-
Ketelhut, D., and Schifter, C., 2011. Teachers and game-based learning: Improving understanding of how to increase efficacy of adoption. Computers & Education, 56 (2): 539–546. (doi:10.1016/j.compedu.2010.10.002)
-
(2011)
Computers & Education
, vol.56
, Issue.2
, pp. 539-546
-
-
Ketelhut, D.1
Schifter, C.2
-
29
-
-
34247350001
-
Foundation for problem-based gaming
-
Kiili, K., 2007. Foundation for problem-based gaming. British Journal of Educational Technology, 38 (3): 394–404. (doi:10.1111/j.1467-8535.2007.00704.x)
-
(2007)
British Journal of Educational Technology
, vol.38
, Issue.3
, pp. 394-404
-
-
Kiili, K.1
-
30
-
-
85051794133
-
-
Washington, DC, PEW Internet & American Life Project
-
Lenhart, A., Kahne, J., Middaugh, E., Macgill, A., Evans, C., & Vitak, J. (2008). Teens, video games, and civics (Vol. 2008). Washington, DC: PEW Internet & American Life Project
-
(2008)
Teens, Video Games, and Civics
, vol.2008
-
-
Lenhart, A.1
Kahne, J.2
Middaugh, E.3
Macgill, A.4
Evans, C.5
Vitak, J.6
-
31
-
-
77956038657
-
Teens and mobile phones
-
Lenhart, A., Ling, R., Campbell, S., & Purcell, K. (2010). Teens and mobile phones. Pew Internet and American Life Project: Pew Internet
-
(2010)
Pew Internet and American Life Project: Pew Internet
-
-
Lenhart, A.1
Ling, R.2
Campbell, S.3
Purcell, K.4
-
32
-
-
77951133061
-
Instructional design and technology grounded in enactivism: A paradigm shift?
-
and
-
Li, Q., Clark, B., and Winchester, I., 2010. Instructional design and technology grounded in enactivism: A paradigm shift?. British Journal of Educational Technology, 41 (3): 403–419. (doi:10.1111/j.1467-8535.2009.00954.x)
-
(2010)
British Journal of Educational Technology
, vol.41
, Issue.3
, pp. 403-419
-
-
Li, Q.1
Clark, B.2
Winchester, I.3
-
33
-
-
33751175089
-
-
Cambridge, UK: Department for Education and Skills
-
McFarlane, A., Sparrowhawk, A., and Heald, Y., 2002. Report on the educational use of games teachers evaluating educational multimedia, Cambridge, UK: Department for Education and Skills
-
(2002)
Report on the educational use of games teachers evaluating educational multimedia
-
-
McFarlane, A.1
Sparrowhawk, A.2
Heald, Y.3
-
37
-
-
44949165597
-
Simulations, games, and learning
-
May, 1–6
-
Oblinger, D., 2006. Simulations, games, and learning. Educause, May, 1–6
-
(2006)
Educause
-
-
Oblinger, D.1
-
39
-
-
18144404517
-
Does easy do it? Children, games, and learning
-
Papert, S., 1998. Does easy do it? Children, games, and learning. Game Developer, 6: 87–88
-
(1998)
Game Developer
, vol.6
, pp. 87-88
-
-
Papert, S.1
-
41
-
-
84898399244
-
What do we know from research about the use of games in education
-
Wastiau P., Kearney C., Berghe W.V.D., (eds), Brussels: European Schoolnet, and,. Edited by
-
Pivec, M., and Pivec, P., 2009. “ What do we know from research about the use of games in education ”. In How are digital games used in school, Edited by: Wastiau, P., Kearney, C., and Berghe, W. V. d., 123–156. Brussels: European Schoolnet
-
(2009)
How are digital games used in school
, pp. 123-156
-
-
Pivec, M.1
Pivec, P.2
-
42
-
-
84993110618
-
Digital natives, digital immigrants
-
Prensky, M., 2001. Digital natives, digital immigrants. On the Horizon, 9 (5): 1–4. (doi:10.1108/10748120110424816)
-
(2001)
On the Horizon
, vol.9
, Issue.5
, pp. 1-4
-
-
Prensky, M.1
-
44
-
-
0013497763
-
The value of serious play
-
Rieber, L., Smith, L., and Noah, D., 1998. The value of serious play. Educational Technology, 38 (6): 29–37
-
(1998)
Educational Technology
, vol.38
, Issue.6
, pp. 29-37
-
-
Rieber, L.1
Smith, L.2
Noah, D.3
-
45
-
-
85008758949
-
Teacher candidate responses to digital games: 21st-century skills development
-
&
-
Sardone, N., & Devlin-Scherer, R. (2010). Teacher candidate responses to digital games: 21st-century skills development. Journal of Research on Technology in Education, 42(4), 409–425
-
(2010)
Journal of Research on Technology in Education
, vol.42
, Issue.4
, pp. 409-425
-
-
Sardone, N.1
Devlin-Scherer, R.2
-
46
-
-
54449094268
-
Teachers’ perceptions of video games: MMOGs and the future of preservice teacher education
-
Schrader, P. G., Zheng, D., and Young, M., 2006. Teachers’ perceptions of video games: MMOGs and the future of preservice teacher education. Innovate: Journal of Online Education, 2 (3): 1–10
-
(2006)
Innovate: Journal of Online Education
, vol.2
, Issue.3
, pp. 1-10
-
-
Schrader, P.G.1
Zheng, D.2
Young, M.3
-
47
-
-
84996220783
-
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. (doi:10.3102/0013189X035008019)
-
(2006)
Educational Researcher
, vol.35
, Issue.8
, pp. 19-29
-
-
Squire, K.1
-
49
-
-
33744772591
-
Sensorimotor subjectivity and the enactive approach to experience
-
Thompson, E., 2006. Sensorimotor subjectivity and the enactive approach to experience. Phenomenology and the Cognitive Sciences, 4 (4): 407–427. (doi:10.1007/s11097-005-9003-x)
-
(2006)
Phenomenology and the Cognitive Sciences
, vol.4
, Issue.4
, pp. 407-427
-
-
Thompson, E.1
-
50
-
-
70349154976
-
Effect of the computer based game on preservice teachers’ achievement, attitudes, metacognition and motivation in chemistry
-
Tuysuz, C., 2009. Effect of the computer based game on preservice teachers’ achievement, attitudes, metacognition and motivation in chemistry. Scientific Research and Essay, 4 (8): 780–790
-
(2009)
Scientific Research and Essay
, vol.4
, Issue.8
, pp. 780-790
-
-
Tuysuz, C.1
-
52
-
-
84897567973
-
Trainee teachers' e-learning experiences of computer play
-
Wright, P. (2009). Trainee teachers' e-learning experiences of computer play. Innovate: Journal of Online Education, 5(4), 1–7
-
(2009)
Innovate: Journal of Online Education
, vol.5
, Issue.4
, pp. 1-7
-
-
Wright, P.1
-
53
-
-
84865513128
-
-
Retrieved from
-
Wikipedia. (2012). Pew Research Center. Retrieved from https://en.wikipedia.org/wiki/Pew_Research_Center
-
(2012)
Pew Research Center
-
-
|