Massively Multiplayer Online Role-Playing Games: A Potential Model of CSCL@Work
暂无分享,去创建一个
[1] Julian Dibbell. Play Money: Or, How I Quit My Day Job and Made Millions Trading Virtual Loot , 2006 .
[2] Pamela J. Hinds,et al. Distributed Work , 2002 .
[3] J. Gee. Semiotic Social Spaces and Affinity Spaces From The Age of Mythology to Today's Schools , 2005 .
[4] Etienne Wenger,et al. Situated Learning: Legitimate Peripheral Participation , 1991 .
[5] M. Labes,et al. Human Capital Management , 2006 .
[6] Donald A. Schön. Educating the Reflective Practitioner: Toward a New Design for Teaching and Learning in the Professions , 1987 .
[7] J. Gee,et al. The New Work Order , 1996 .
[8] Sean C. Duncan,et al. Scientific Habits of Mind in Virtual Worlds , 2008 .
[9] Gerhard Fischer,et al. LIFELONG LEARNING AND ITS SUPPORT WITH NEW MEDIA , 2001 .
[10] Douglas Thomas,et al. The Play of Imagination , 2007, Games Cult..
[11] J. Creswell. Qualitative inquiry and research design: Choosing among five approaches, 2nd ed. , 2007 .
[12] J. Gee. Identity as an analytic lens for research in education , 2000 .
[13] N. Denzin,et al. Handbook of Qualitative Research , 1994 .
[14] Brigid Barron. Interest and Self-Sustained Learning as Catalysts of Development: A Learning Ecology Perspective , 2006, Human Development.
[15] T. Wagner. The Global Achievement Gap: Why Even Our Best Schools Don't Teach the New Survival Skills Our Children Need--and What We Can Do About It , 2008 .
[16] E. Wenger,et al. Communities of Practice: The Organizational Frontier , 2000 .
[17] Chris Anderson,et al. The Long Tail: Why the Future of Business is Selling Less of More , 2006 .
[18] James Paul Gee,et al. 话语分析入门 : 理论与方法 = An introduction to discourse analysis : theory and method , 1999 .
[19] Elizabeth King,et al. Soft Modding in Two Out-of-School Virtual Worlds-Based Programs , 2010 .
[20] John Seely Brown,et al. From Push To Pull: Emerging Models For Mobilizing Resources , 2008 .
[21] A. Collins,et al. Rethinking Education in the Age of Technology: The Digital Revolution and Schooling in America. Technology, Education--Connections (TEC) Series. , 2009 .
[22] Constance Steinkuehler. Massively Multiplayer Online Gaming as a Constellation of Literacy Practices , 2007 .
[23] Jill Casner-Lotto,et al. Are They Really Ready to Work? Employers' Perspectives on the Basic Knowledge and Applied Skills of New Entrants to the 21st Century U.S. Workforce. , 2006 .
[24] Gerhard Fischer,et al. Long-tail learning: a unique opportunity for CSCL? , 2009, CSCL.
[25] Jayne C. Lammers,et al. The Sims2 and Women’s IT Learning , 2008 .
[26] James Paul Gee,et al. Good Video Games + Good Learning: collected essays on video games, learning and literacy , 2013 .
[27] M. Miles,et al. Data management and analysis methods. , 1994 .
[28] P. Drucker. Innovation and entrepreneurship : practice and principles , 1985 .
[29] David Barton,et al. Beyond Communities of Practice: List of Contributors , 2005 .
[30] R. Stake. The art of case study research , 1995 .
[31] L. Mosley,et al. The World Is Flat: A Brief History of the Twenty-First Century , 2005 .
[32] Heather A. Horst,et al. Living and Learning with New Media: White Paper & Summary of Findings from the Digital Youth Project , 1970 .
[33] W. Powell,et al. The Knowledge Economy , 2004 .
[34] Педагогика. National Center on Education and the Economy , 2010 .
[35] Constance Steinkuehler,et al. Computational Literacy in Online Games: The Social Life of Mods , 2009, Int. J. Gaming Comput. Mediat. Simulations.
[36] W. Orlikowski. Using Technology and Constituting Structures: A Practice Lens for Studying Technology in Organizations , 2000 .
[37] Etienne Wenger,et al. Communities of Practice: Learning, Meaning, and Identity , 1998 .
[38] Edward Castronova,et al. On Virtual Economies , 2002, Game Stud..
[39] J. Brown,et al. Minds on Fire: Open Education, the Long Tail, and Learning 2.0 , 2008 .
[40] J. Brown,et al. Why Virtual Worlds Can Matter , 2008 .
[41] J. Brown. New Learning Environments for the 21st Century: Exploring the Edge , 2006 .
[42] Constance Steinkuehler,et al. Digital literacies for the disengaged: creating after school contexts to support boys' game‐based literacy skills , 2009 .
[43] E. Hutchins. Cognition in the wild , 1995 .
[44] Daniel L. Schwartz,et al. Rethinking transfer: A simple proposal with multiple implica-tions , 1999 .
[45] Robert J. Moore,et al. "Alone together?": exploring the social dynamics of massively multiplayer online games , 2006, CHI.
[46] Elizabeth King,et al. Exploring intersections between online and offline affinity space participation , 2010, ICLS.
[47] Daniel L. Schwartz,et al. Chapter 3: Rethinking Transfer: A Simple Proposal With Multiple Implications , 1999 .
[48] Elizabeth King,et al. Not just a dollhouse: what The Sims2 can teach us about women's IT learning , 2009 .
[49] Gerhard Fischer,et al. Innovative socio-technical environments in support of distributed intelligence and lifelong learning , 2007, J. Comput. Assist. Learn..
[50] Pamela J. Hinds,et al. What Do We Know about Proximity and Distance in Work Groups? A Legacy of Research , 2002 .
[51] John Seely Brown,et al. The Power of Pull: How Small Moves, Smartly Made, Can Set Big Things in Motion , 2010 .
[52] Edward Castronova,et al. Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier , 2001, SSRN Electronic Journal.
[53] James Paul Gee,et al. What video games have to teach us about learning and literacy , 2007, CIE.
[54] Jeremy Rifkin,et al. The Age of Access: The New Culture of Hypercapitalism Where All of Life Is a Paid-For Experience , 2001 .