Employing an Activity-Theoretical Perspective to Localize an Educational Innovation in an Elementary School
暂无分享,去创建一个
[1] Against the Odds: Professional Development and Innovation Under Less-Than-Ideal Conditions , 2001 .
[2] Marie-Laure Ryan,et al. Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media , 2000 .
[3] M. Cole. A cultural-historical approach to distributed cognition , 1993 .
[4] Yrjo Engestrom. Interactive Expertise: Studies in Distributed Working Intelligence. Research Bulletin 83. , 1992 .
[5] Constance Steinkuehler. Massively Multiplayer Online Video Gaming as Participation in a Discourse , 2006 .
[6] Jennifer A. Fredricks,et al. Inquiry in Project-Based Science Classrooms: Initial Attempts by Middle School Students , 1998 .
[7] D. Wood,et al. Teachers’ Learning Communities: Catalyst for Change or a New Infrastructure for the Status Quo? , 2007, Teachers College Record: The Voice of Scholarship in Education.
[8] Robert L. Bangert-Drowns,et al. A Taxonomy of Student Engagement with Educational Software: An Exploration of Literate Thinking with Electronic Text , 2001 .
[9] Richard F. Bowman. A "Pac-Man" theory of motivation: Tactical implications for classroom instruction. , 1982 .
[10] Elizabeth Hirst,et al. Patrolling the Borders of Otherness: Dis/placed Identity Positions for Teachers and Students in Schooled Spaces , 2006 .
[11] Larry Cuban,et al. The Blackboard and the Bottom Line: Why Schools Can't Be Businesses , 2004 .
[12] Neil Mercer,et al. The Guided Construction of Knowledge: Talk Amongst Teachers and Learners , 1995 .
[13] Larry Cuban,et al. Partners in Literacy: Schools and Libraries Building Communities Through Technology , 2007 .
[14] E. Rogers. Diffusion of Innovations , 1962 .
[15] M. Cole. Sociocultural studies of mind: Socio-cultural-historical psychology: some general remarks and a proposal for a new kind of culturalgenetic methodology , 1995 .
[16] Yrjö Engeström,et al. Measurement in action: an activity-theoretical perspective on producer-user interaction , 2000, Int. J. Hum. Comput. Stud..
[17] S. Papert. The children's machine: rethinking school in the age of the computer , 1993 .
[18] A. Stetsenko,et al. Activity as Object-Related: Resolving the Dichotomy of Individual and Collective Planes of Activity , 2005 .
[19] K. Frank,et al. Factors Affecting Technology Uses in Schools: An Ecological Perspective , 2003 .
[20] J. Wertsch. Voices of the Mind: A Sociocultural Approach to Mediated Action , 1992 .
[21] David Dewhurst,et al. Game-Informed Learning: Applying Computer Game Processes to Higher Education , 2005 .
[22] Joseph Krajcik,et al. Science on the Web: Students Online in a Sixth-Grade Classroom , 2000 .
[23] Cher Ping Lim,et al. Gaming in a 3D multiuser virtual environment: engaging students in Science lessons , 2006, Br. J. Educ. Technol..
[24] James Paul Gee,et al. What video games have to teach us about learning and literacy , 2007, CIE.
[25] Katie Salen,et al. Rules of play: game design fundamentals , 2003 .
[26] Michele D. Dickey. Game Design Narrative for Learning: Appropriating Adventure Game Design Narrative Devices and Techniques for the Design of Interactive Learning Environments , 2006 .
[27] Y. Engeström,et al. Interactive expertise : studies in distributed working intelligence , 1992 .
[28] Michael K. Thomas,et al. Making learning fun: Quest Atlantis, a game without guns , 2005 .
[29] Regina E. Smardon,et al. Streetwise Science: Toward a Theory of the Code of the Classroom , 2004 .
[30] John B. Black,et al. The Development of Cognitive Skills To Support Inquiry Learning , 2000 .
[31] Marjaana Veermans,et al. Patterns of Guidance in Inquiry Learning , 2005 .
[32] Y. Engeström,et al. Activity theory and individual and social transformation. , 1999 .
[33] L. Schrum. Technology professional development for teachers , 1999 .
[34] Cher Ping Lim. Spirit of the game: Empowering students as designers in schools? , 2008, Br. J. Educ. Technol..