Design Perspectives for Learning in Virtual Worlds

Author:

Jacobson Michael J.,Kim Beaumie,Miao Chunyan,Shen Zhiqi,Chavez Mark

Publisher

Springer US

Reference53 articles.

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2. Barab, S., Thomas, M., Dodge, T., Carteaux, R., & Tuzun, H. (2005). Making learning fun: Quest Atlantis, a game without guns. Educational Technology, Research, and Development, 53(1), 86-107.

3. Barab, S., Warren, S., & Ingram-Goble, A. (2006). Academic play spaces: Designing games for education. San Francisco, CA: Paper presented at the annual meeting of the American Educational Research Association.

4. Barab, S., Zuiker, S., Warren, S., Hickey, D., Ingram-Goble, A., Kwon, E.-J., et al. (2007). Situationally embodied curriculum: Relating formalisms and contexts. Science Education, 91(5), 750-782.

5. Bransford, J. D., Brown, A. L., Cocking, R. R., & Donovan, S. (eds). (2000). How people learn: Brain, mind, experience, and school (expandedth ed.). Washington, DC: National Academy Press.

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