Making learning fun: Quest Atlantis, a game without guns

Author:

Barab Sasha,Thomas Michael,Dodge Tyler,Carteaux Robert,Tuzun Hakan

Publisher

Springer Science and Business Media LLC

Subject

Education

Reference84 articles.

1. American Association for the Advancement of Science. (1993).Benchmarks for science literacy. NY: Oxford University Press.

2. Axelsson, A., & Regan, T. (2002, January 29). How belonging to an online group affects social behavior: A case study of Asheron's Call. [Homepage of The Microsoft Research Publications]. Retrieved May 2, 2002 from the World Wide Web: http://research microsoft.com/scripts/pubs/view.asp?TR_ID=M SR-TR-2002-07.

3. Barab, S. A., Dodge, T., Jackson, C., & Arici, A. (2003). Technical report on Quest Atlantis, Volume I, Bloomington NI,Center for Research on Learning and Technology.

4. Barab, S. A., & Duffy, T. (2000). From practice fields to communities of practice. In D. Jonassen, & S. M. Land. (Eds.),Theoretical Foundations of Learning Environments (pp. 25–56). Mahwah, NJ: Lawrence Erlbaum Associates.

5. Barab, S. A., Hay, K. E., Barnett, M. G., & Squire, K. (2001). Constructing virtual worlds: Tracing the historical development of learner practices/understandings.Cognition and Instruction, 19(1), 47–94.

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