All Stories

  1. Solving the Right Problem: Rethinking Entrepreneurial Assumptions Through Gameplay
  2. Culturally Sustaining Game Redesign: Developing Criticality through Redesign of the Tabletop Game Forbidden Island
  3. Democratic Interventions on Walls: Embracing Plurality and Differences Through Street Arts
  4. Interplay of Form and Function in Learners’ Re-Designed Games within a STEM Classroom
  5. Redesigning Tabletop Games as a Culturally Sustaining Pedagogy in Canadian Middle School Classrooms
  6. Resilience and Passion Forged Through Culture and Autonomy: Redesigning Tabletop Games in Middle School
  7. Transforming teachers’ self-narratives about game-based learning
  8. The Minecraft Aesthetics
  9. The Learning Sciences in Conversation
  10. Playce-making: transformation of space in a participatory game design project within a Canadian junior high school
  11. Museum beyond physical walls: an exploration of virtual reality-enhanced experience in an exhibition-like space
  12. Learning with fossils: the interplay of boundary objects and museum educators’ talk in knowledge brokering
  13. Design Praxiology and Phenomenology
  14. Design Thinking the Future: Critical Perspectives on Design Studies, Design Knowledge, and Education
  15. Learning as Subversive Design Practice: Graffiti Artists’ Learning of Social Structure and Invention of Creative Expressions
  16. Looking Inside the Box to Think Outside It: Contextualizing Design Thinking
  17. Ludic Epistemology and Evocative Design in Inventive Practices
  18. Embodied mathematical practices in (re)designing board games in a linguistically diverse classroom
  19. Learning Through Redesigning a Game in the STEM Classroom
  20. A Game Design Plot: Exploring the Educational Potential of History-Based Video Games
  21. Green Economy Game: A Modular Approach for Sustainable Development Education
  22. Adolescents' Agentic Work on Developing Personal Pedagogies on Social Media
  23. Critical, Transdisciplinary and Embodied Approaches in STEM Education
  24. Playfully Coding Science: Views from Preservice Science Teacher Education
  25. Reimagining STEM Education: Critical, Transdisciplinary, and Embodied Approaches
  26. Imagining the Sustainable Future Through the Construction of Fantasy Worlds
  27. The Minecraft Aesthetics
  28. Things in common in learning communities
  29. Emergent social practices of Singapore students: The role of laughter and humour in educational gameplay
  30. The role of interest-driven participatory game design: considering design literacy within a technology classroom
  31. Navigating the Tensions of Innovative Assessment and Pedagogy in Higher Education
  32. Learner-generated designs in participatory culture
  33. Cycles of Exploration, Reflection, and Consolidation in Model-Based Learning of Genetics
  34. Learning by Doing in the Digital Media Age
  35. Encouraging and being encouraged: Development of an epistemic community and teacher professional growth in a Singapore classroom
  36. Video Research in the Learning Sciences
  37. “Perhaps This Can Be For Education”: Learners’ Cultural Models for Educational Game Design
  38. To guide or not to guide: issues in the sequencing of pedagogical structure in computational model-based learning
  39. The affordances of informant design in educational game development
  40. Immersive Environments for Learning: Towards Holistic Curricula
  41. Learning the physics of electricity: A qualitative analysis of collaborative processes involved in productive failure
  42. Agent-Mediated Immersion in Virtual World: The Implications for Science Learning
  43. Learning with Technology: Learner Voice and Agency
  44. Design Perspectives for Learning in Virtual Worlds
  45. Designing with learners for game-based collaborative learning
  46. Failures and successes in collaborative inquiry
  47. Alignment between the physics content standard and the standardized test: A comparison among the United States-New York State, Singapore, and China-Jiangsu
  48. Research into Learning in an Intelligent Agent Augmented Multi-user Virtual Environment
  49. Reframing research on learning with technology: in search of the meaning of cognitive tools
  50. The evolution of the intellectual partnership with a cognitive tool in inquiry-based astronomy laboratory
  51. Correction
  52. Internship experience: Engaging in the big discourse
  53. Students’ Perception of Interactive Learning Modules
  54. Collaborative network-based virtual reality