Video games and learning: Teaching and participatory culture in the digital age
By Amy Shirong Lu. 2012
388 citations recorded by the source corpus.
Subfields: Education, Literature and Literary Theory, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/cb683aeca9f5cdaf8603c180b2c58f7f8a2a41e1
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Education
- Quinn K. Burke
- Jan L. Plass
- Yasmin B. Kafai
- Karen R. Clark
- Charles K. Kinzer
- Alecia Marie Magnifico
- Bruce D. Homer
- Meihua Qian
In Literature and Literary Theory
- Yasmin B. Kafai
- Karen R. Clark
- Jan L. Plass
- Charles K. Kinzer
- Quinn K. Burke
- Alecia Marie Magnifico
- Bruce D. Homer
- Meihua Qian
In Sociology and Political Science
- Yasmin B. Kafai
- Karen R. Clark
- Jan L. Plass
- Charles K. Kinzer
- Quinn K. Burke
- Alecia Marie Magnifico
- Bruce D. Homer
- Meihua Qian
Citations in the corpus
- Writing in the Wild: Writers’ Motivation in Fan‐Based Affinity Spaces (2013, background): “Portals offer multiple interest-driven trajectories, opportunities to learn with others, and paths toward becoming a participant (Squire, 2011).”
- Constructionist Gaming: Understanding the Benefits of Making Games for Learning (2015, background): “Hundreds of educational games and simulations have been designed and evaluated to support learning across various domains (Shaffer, 2007; Squire, 2011).”
- Game-based Learning and 21st century skills: A review of recent research (2016, background): “…for its exciting and engaging features (e.g., adaptive challenge, player control, and variable rewards) and have potential to promote meaningful learning (e.g., Anderson, 2011; Gee, 2007; Squire, 2011), its actual capability of serving as a powerful learning tool still needs further investigation.”
- Foundations of Game-Based Learning (2015, background): “…the specific elements that contribute to engagement and motivation in games, such as incentive systems, visual aes-thetics, game mechanics, narrative/fantasy, and musical score (e.g., Gee, 2003; Loftus & Loftus, 1983; Malone, 1981; Squire, 2011), and to consider their use within educational games.”