Citation Impact
Citing Papers
Tween Here and There, Transitioning from the Early Years to the Middle Years: Exploring Continuities and Discontinuities in a Multiliterate Environment
2011
DIGCOMP: A Framework for Developing and Understanding Digital Competence in Europe.
2013 Standout
Chapter 8 Youth, Technology, and Media Cultures
2006
Gamification in theory and action: A survey
2014 Standout
Epistemological and methodological issues for the conceptualization, development, and assessment of ICT–TPCK: Advances in technological pedagogical content knowledge (TPCK)
2008 Standout
The effect of computer-assisted cooperative learning methods and group size on the EFL learners’ achievement in communication skills
2011 Standout
An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games
2015 Standout
Digital competence and digital literacy in higher education research: Systematic review of concept use
2018 Standout
STEAM in practice and research: An integrative literature review
2018 Standout
Indonesia Education Readiness Conducting Distance Learning in Covid-19 Pandemic Situation
2020 Standout
A new way of teaching programming skills to K-12 students: Code.org
2015 Standout
Theorizing the nexus of STEAM practice
2017
Situating pedagogies, positions and practices in immersive virtual worlds
2010
Digital game-based L2 learning outcomes for primary through high-school students: A systematic literature review
2019
Textual practices in the new media digital landscape: messing with digital literacies
2014
Digital literacies in higher education: exploring textual and technological practice
2010
Process drama and digital games as text and action in virtual worlds: developing new literacies in school
2012
Computer game development as a literacy activity
2009
Digital competence – an emergent boundary concept for policy and educational research
2014 Standout
Gaming geography: Educational games and literacy development in the Grade 4 classroom
2010
“Critic-proofing” of the cognitive aspects of simple games
2013
Multimodality and Literacy in School Classrooms
2008 Standout
Reviewing Approaches and Perspectives on “Digital Literacy”
2009
Works of Catherine Beavis being referenced
Digital games : literacy in action
2012
English at a time of change: where do we go with text?
2006
Computer games — pushing at the boundaries of literacy
2010
P(ICT)ures of English : teachers, learners and technology
2001
Teachers' Beliefs about the Possibilities and Limitations of Digital Games in Classrooms
2014
Literacy in the digital age: Learning from computer games
2009
New Methods of Literacy Research
2013
Doing literacy online : teaching, learning and playing in an electronic world
2004
Reading, writing and role-playing computer games
2002