The ecology of games : connecting youth, games, and learning
By Katie Salen. 2008
524 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/c63720fb20b5ea9eee8af50fe54df46adc51c1f0
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
- Quinn K. Burke
- Ioannis Kazanidis
- D. Wells
- Yasmin B. Kafai
- Nikolaos Pellas
- Panagiotis Fotaris
- R. Ferdig
Citations in the corpus
- Augmenting the learning experience in primary and secondary school education: a systematic review of recent trends in augmented reality game-based learning (2019, background): ““Play” is a significant facet of GBL, because through it, people learn how to connect with and interpret their physical and social worlds (Gee 2008).”
- Second Language Use, Socialization, and Learning in Internet Interest Communities and Online Gaming (2009, unknown): “…(Boellstorff, 2008; Castronova, 2007; Johnson, 2005), education (e.g., de Freitas, 2006; Gee, 2003, 2005, 2007; Jenkins & Squire, 2004; Salen, 2008; Steinkuehler, 2004, 2007, 2008a), and, to a lesser extent, L2 use and learning (Bryant, 2006; Garcı́a-Carbonell, Rising, Montero, &…”
- Constructionist Gaming: Understanding the Benefits of Making Games for Learning (2015, background): “Gee (2008) explained that collaborative games often mimic professional practices, and these types of games “already give us a good indication that even young learners, through video games embedded inside a well-organized curriculum, can be inducted into professional practices as a form of…”