Access the full text.
Sign up today, get DeepDyve free for 14 days.
P. Greenfield (1994)
Video games as cultural artifacts.Journal of Applied Developmental Psychology, 15
GB Saxe (1991)
Culture and cognitive development: Studies in mathematical understanding
Katie Salen, Eric Zimmerman (2003)
Rules of play: game design fundamentals
P. Cobb, Erna Yackel, T. Wood (1992)
A Constructivist Alternative to the Representational View of Mind in Mathematics Education.Journal for Research in Mathematics Education, 23
B. Latour (1996)
Pursuing the Discussion of Interobjectivity With a Few FriendsMind, Culture, and Activity, 3
A. diSessa, B. Sherin (2000)
Meta-representation: an introductionThe Journal of Mathematical Behavior, 19
Andrea mSEssA, David Hammer, B. Sherin (2007)
Inventing Graphing: Meta- Representational Expertise in Children
R. Lehrer, D. Strom, J. Confrey (2002)
Grounding Metaphors and Inscriptional Resonance: Children's Emerging Understanding of Mathematical SimilarityCognition and Instruction, 20
J Nespor (1997)
Tangled up in school: Politics, space, bodies, and signs in the educational process (sociocultural, political, and historical studies in education)
Constance Steinkuehler, Sean Duncan (2008)
Scientific Habits of Mind in Virtual WorldsJournal of Science Education and Technology, 17
E. Hutchins (1995)
How a Cockpit Remembers Its SpeedsCogn. Sci., 19
C. Bullard (1994)
Shaping technology/Building societyThe Journal of Technology Transfer, 19
K. Squire, Mingfong Jan (2007)
Mad City Mystery: Developing Scientific Argumentation Skills with a Place-based Augmented Reality Game on Handheld ComputersJournal of Science Education and Technology, 16
O. Lindwall, Gustav Lymer (2008)
The Dark Matter of Lab Work: Illuminating the Negotiation of Disciplined Perception in MechanicsJournal of the Learning Sciences, 17
Noel Enyedy (2005)
Inventing Mapping: Creating Cultural Forms to Solve Collective ProblemsCognition and Instruction, 23
M. Lampert, Merrie Blunk (1998)
Talking Mathematics in School: Studies of Teaching and Learning
R. Stevens, R. Hall (1998)
Talking Mathematics in School: Disciplined Perception: Learning to See in Technoscience
J Lave (1988)
Cognition in practice: Mind, mathematics and culture in everyday life
(2002)
Using argument map representations to make thinking visible for individuals and groups
E Hutchins (1995)
Cognition in the wild
S. Scribner (1984)
Studying working intelligence.
S. Heath (1991)
"It's about winning!": The language of knowledge in baseball
J. Gee (2007)
What video games have to teach us about learning and literacyComput. Entertain., 1
JD Bransford, DL Schwartz (1999)
Review of research in education
SB Heath (1991)
Perspectives in socially shared cognition
K. Squire, Michael Barnett, J. Grant, Thomas Higginbotham (2004)
Electromagnetism Supercharged! Learning Physics with Digital Simulation Games
Annemarie Palincsar (1989)
Less Charted WatersEducational Researcher, 18
J. Spector, M. Merrill, J. Elen, M. Bishop, Yougun Ren, Brian Belland, Jennifer Hamilton, Patricia Young, Eunjung Oh, Melissa James (2012)
Handbook of Research on Educational Communications and Technology, 3rd Edition
Katie Salen (2008)
The ecology of games : connecting youth, games, and learning
R. Goldman, R. Pea, Brigid Barron, S. Derry (2007)
Video Research in the Learning Sciences
S. Barab, Michael Thomas, T. Dodge, Robert Carteaux, Hakan Tuzun (2005)
Making learning fun: Quest Atlantis, a game without gunsEducational Technology Research and Development, 53
J. Bransford, Ann Brown, R. Cocking (1999)
How people learn: Brain, mind, experience, and school.
A. Lenhart, Joseph Kahne, Ellen Middaugh, Alexandra Macgill, Chris Evans, Jessica Vitak (2008)
Teens, Video Games, and Civics: Teens' Gaming Experiences Are Diverse and Include Significant Social Interaction and Civic Engagement.
S. Barab, T. Sadler, Conan Heiselt, D. Hickey, S. Zuiker (2007)
Relating Narrative, Inquiry, and Inscriptions: Supporting Consequential PlayJournal of Science Education and Technology, 16
JD Bransford, N Vye, R Stevens, P Kuhl, D Schwartz, P Bell (2006)
Handbook of educational psychology
S. Schlozman, R. Falzone, Andrés Martin (2006)
Everything Bad Is Good for You: How Today's Popular Culture Is Actually Making Us SmarterJournal of the American Academy of Child and Adolescent Psychiatry, 45
N. Nasir (2005)
Individual Cognitive Structuring and the Sociocultural Context: Strategy Shifts in the Game of DominoesJournal of the Learning Sciences, 14
P. Greenfield, L. Camaioni, Paola Ercolani, Laura Weiss, Bennett Lauber, P. Perucchini (1994)
Cognitive socialization by computer games in two cultures: inductive discovery or mastery of an iconic codeJournal of Applied Developmental Psychology, 15
R Hall, R Lehrer, D Lucas, L Schauble (2004)
Embracing diversity in the learning sciences: Proceedings of the Sixth International Conference of the Learning Sciences
L. Rieber (1996)
Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and gamesEducational Technology Research and Development, 44
Elinor Ochs, Carolyn Taylor, Dina Rudolph, Ruth Smith (1992)
Storytelling as a Theory-Building Activity.Discourse Processes, 15
R Stevens (2000)
Multiple perspectives on Mathematics Education
R. Stevens (2008)
People, technology, and learning: A distributed perspective on collaborative activity
Thomas Lowrie (2005)
Problem solving in technology rich contexts: Mathematics sense making in out-of-school environmentsThe Journal of Mathematical Behavior, 24
S. Wineburg, Susan Mosborg, D. Porat, A. Duncan (2007)
Common Belief and the Cultural Curriculum: An Intergenerational Study of Historical ConsciousnessAmerican Educational Research Journal, 44
(2005)
The comparative understanding of school
J. Porac, M. Glynn (1999)
Cognition and Communication at WorkAcademy of Management Review, 24
Donald Favareau (2009)
Form, Substance and Difference
HS Becker (1982)
Art worlds
(2006)
Money matters: The social and material
R Stevens, R Hall (1997)
Seeing tornado: How video traces mediate visitor understandings of (natural?) spectacles in a science museumScience Education, 18
B. Jordan, A. Henderson (1995)
Interaction Analysis: Foundations and PracticeThe Journal of the Learning Sciences, 4
S. Griffin, R. Case, R. Siegler (1994)
Rightstart: Providing the central conceptual prerequisites for first formal learning of arithmetic to students at risk for school failure.
Brian Nelson (2007)
Exploring the Use of Individualized, Reflective Guidance In an Educational Multi-User Virtual EnvironmentJournal of Science Education and Technology, 16
R. Stevens, S. Wineburg, L. Herrenkohl, P. Bell (2005)
Comparative Understanding of School Subjects: Past, Present, and FutureReview of Educational Research, 75
J. Lave, E. Wenger (1991)
Situated Learning: Legitimate Peripheral Participation
Daniel Schwartz (2005)
EFFICIENCY AND INNOVATION IN TRANSFER
R. Stevens, R. Hall (1997)
Seeing Tornado: How Video Traces mediate visitor understandings of (natural?) phenomena in a science museumScience Education, 81
Steven Guberman, G. Saxe (2000)
Mathematical Problems and Goals in Children's Play of an Educational GameMind, Culture, and Activity, 7
L. Steffe, P. Nesher, P. Cobb, G. Goldin, B. Greer (1996)
Theories of Mathematical Learning
K. Squire (2006)
From Content to Context: Videogames as Designed ExperienceEducational Researcher, 35
J. Bransford, R. Stevens, Daniel Schwartz, Andy Meltzoff, R. Pea, J. Roschelle, N. Vye, P. Kuhl, P. Bell, Brigid Barron, B. Reeves, N. Sabelli (2006)
Learning Theories and Education: Toward a Decade of Synergy
B Latour (1996)
On interobjectivityMind, Culture, and Activity, 3
Joanna Masingila (1997)
Mind and Social Practice: Selected Writings of Sylvia Scribner
R. Hall, R. Stevens, T. Torralba (2002)
Disrupting Representational Infrastructure in Conversations Across DisciplinesMind, Culture, and Activity, 9
R. Stevens (2000)
Who counts what as math: Emergent and assigned mathematical problems in a project-based classroom
R. Stevens, Tom Satwicz, Laurie McCarthy (2008)
In game, In room, In world: Reconnecting video game play to the rest of kids’ lives
Annemarie Palincsar (1989)
Commentary: Less Charted WatersEducational Researcher, 18
T. Koschmann, R. Hall, N. Miyake (2003)
CSCL 2 : carrying forward the conversation, 15
G. Leinhardt, O. Zaslavsky, M. Stein (1990)
Functions, Graphs, and Graphing: Tasks, Learning, and TeachingReview of Educational Research, 60
(2007)
Capturing ideas in digital things: A new twist on the old problem of inert knowledge
Kate McGilly (1994)
Classroom lessons: Integrating cognitive theory and classroom practice.
M Rose (2004)
The mind at work: Valuing the intelligence of the American worker
(2007)
In Wikipedia, The Free Encyclopedia
T Satwicz, R Stevens (2008)
Handbook of research on educational communications and technology
(2008)
Education vs . entertainment : A cultural history of children ’ s software
Dan Birlew (2000)
Final Fantasy X Official Strategy Guide
J. Lave (1988)
Cognition in Practice: Outdoors: a social anthropology of cognition in practice
Ildiko Mellis (2008)
Rose, Mike. The Mind at Work: Valuing the Intelligence of the American Worker.Community literacy journal, 3
C. Goodwin, M. Goodwin (1996)
Seeing as a Situated Activity: Formulating Planes*
(1986)
Problems of sense and problems of scale: An ethnographic study of arithmetic in everyday life
L. Vygotsky (1962)
Thought and languageBulletin of the Orton Society, 14
(1999)
Disciplined perception: Comparing the development of embodied mathematical practices at work and school
R. Hall, R. Lehrer, Deborah Lucas, Leona Schauble (2004)
Of Grids and Jars: A Comparative Analysis of Representational Infrastructure and Learning Opportunities in Middle School and Professional Science
K. Beach (1995)
Activity as a mediator of sociocultural change and individual development: The case of school‐work transition in NepalMind, Culture, and Activity, 2
Douglas Harper (1987)
Working Knowledge: Skill and Community in a Small Shop
Andra DiSessa (1991)
Inventing Graphing: Meta Representational Expertise in ChildrenThe Journal of Mathematical Behavior, 10
Andrew Izsák (2004)
Students' Coordination of Knowledge When Learning to Model Physical SituationsCognition and Instruction, 22
Andrew Izsák (2005)
"You Have to Count the Squares": Applying Knowledge in Pieces to Learning Rectangular AreaJournal of the Learning Sciences, 14
D Schwartz, J Bransford, D Sears (2005)
Transfer of learning: Research and perspectives
J. Bransford, Daniel Schwartz (1999)
Rethinking transfer: A simple proposal with multiple implica-tions
J. Nespor (1997)
Tangled Up in School: Politics, Space, Bodies, and Signs in the Educational Process
R. Stevens (2000)
Divisions of Labor in School and in the Workplace: Comparing Computer and Paper-Supported Activities Across SettingsJournal of the Learning Sciences, 9
Y. Kafai, M. Franke, Cynthia Ching, J. Shih (1998)
Game Design as an Interactive Learning Environment for Fostering Students' and Teachers' Mathematical InquiryInternational Journal of Computers for Mathematical Learning, 3
B. Latour (1992)
10 ''Where Are the Missing Masses? The Sociology of a Few Mundane Artifacts''
K. Squire, E. Klopfer (2007)
Augmented Reality Simulations on Handheld ComputersJournal of the Learning Sciences, 16
J. Kaput (1998)
Representations, inscriptions, descriptions and learning: A kaleidoscope of windowsThe Journal of Mathematical Behavior, 17
This paper describes the use of quantities in video games by young people as part of a broader effort to understand thinking and learning across naturally occurring contexts of activity. Our approach to investigating the use of quantities in game play is ethnographic; we have followed eight children over a six-month period as they play their own games at home. The data set is composed of video recordings and artifact-based interviews. The concept of disciplined perception is used to understand how quantities are coordinated during game play. The current study shows young people using quantities in games to make predictions and organize their actions based on those predictions. Some ideas based on the study’s findings for using video games in school are discussed.
"Technology, Knowledge and Learning" – Springer Journals
Published: Nov 11, 2008
Read and print from thousands of top scholarly journals.
Already have an account? Log in
Bookmark this article. You can see your Bookmarks on your DeepDyve Library.
To save an article, log in first, or sign up for a DeepDyve account if you don’t already have one.
Copy and paste the desired citation format or use the link below to download a file formatted for EndNote
Access the full text.
Sign up today, get DeepDyve free for 14 days.
All DeepDyve websites use cookies to improve your online experience. They were placed on your computer when you launched this website. You can change your cookie settings through your browser.