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Narratizing Disciplines and Disciplinizing Narratives: Games as 21st Century Curriculum.

, , , and . Int. J. Gaming Comput. Mediat. Simulations, 2 (1): 17-30 (2010)

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Educational Games to Support Caring and Compassion Among Youth: A Design Narrative., , , and . Int. J. Gaming Comput. Mediat. Simulations, 9 (1): 61-76 (2017)Game-based curriculum and transformational play: Designing to meaningfully positioning person, content, and context., , , , and . Comput. Educ., 58 (1): 518-533 (2012)Pedagogical Dramas and Transformational Play: Realizing Narrative through Videogames Design., , , , , , and . ICIDS, volume 5915 of Lecture Notes in Computer Science, page 332-335. Springer, (2009)Searching for Safety Online: Managing "Trolling" in a Feminist Forum., , , and . Inf. Soc., 18 (5): 371-384 (2002)Game-Enabled Agency: Outcomes that Matter., and . ICLS, International Society of the Learning Sciences, (2014)Using Activity Theory to Understand the Systemic Tensions Characterizing a Technology-Rich Introductory Astronomy Course, , , , and . Mind, Culture, and Activity, 9 (2): 76-107 (2002)A Study of Dynamic Design Dualities in a Web-Supported Community of Practice for Teachers., and . J. Educ. Technol. Soc., 8 (4): 161-177 (2005)Illuminating the Braids of Change in a Web-Supported Community, , , , and . Handbook of Design Research Methods in Education, Routledge, New York, NY, (2008)Conceptual play spaces and the quest atlantis project., , , , , , and . ICLS (3), page 190-197. International Society of the Learning Sciences, (2008)First things first: design principles for worthwhile educational videogames., , , and . ICLS (1), page 350-357. International Society of the Learning Sciences, (2008)