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Original Articles

Learning for a Reason: Supporting Forms of Engagement by Designing Tasks and Orchestrating Environments

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Pages 300-310 | Published online: 17 Oct 2011

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Panchompoo (Fai) Wisittanawat & Melissa S. Gresalfi. (2021) The “tricky business” of genre blending: Tensions between frames of school mathematics and video game play. Journal of the Learning Sciences 30:2, pages 240-278.
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Lanqin Zheng, Yunchao Fan, Lei Gao, Zichen Huang, Bodong Chen & Miaolang Long. Using AI-empowered assessments and personalized recommendations to promote online collaborative learning performance. Journal of Research on Technology in Education 0:0, pages 1-27.
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Articles from other publishers (36)

Andrew Olewnik. (2024) Exploring Engineering Students’ Engagement Through Alignment of Values, Attitudes, and Beliefs. IEEE Transactions on Education 67:2, pages 292-305.
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Wanli Xing, Gaoxia Zhu, Okan Arslan, Jaesub Shim & Vitaliy Popov. (2022) Using learning analytics to explore the multifaceted engagement in collaborative learning. Journal of Computing in Higher Education 35:3, pages 633-662.
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Rūta Girdzijauskienė, Aida Norvilienė, Gražina Šmitienė & Liudmila Rupšienė. (2022) Strengthening Student Engagement in Learning Through Use of Digital Tools. Acta Paedagogica Vilnensia 49, pages 115-130.
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Jill Fielding, Vincent Geiger, Jodie Miller, Regina Bruder, Ulrike Towara & Iresha Ratnayake. (2022) Using situated expectancy value theory to explore initial teacher education students' motivation to engage with challenging mathematical tasks. Teaching and Teacher Education 113, pages 103663.
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K. Ann Renninger & Sanna Järvelä. 2022. The Cambridge Handbook of the Learning Sciences. The Cambridge Handbook of the Learning Sciences 602 618 .
. 2022. The Cambridge Handbook of the Learning Sciences. The Cambridge Handbook of the Learning Sciences 579 686 .
Eric M. Anderman, Helen Patrick & Seung Yon Ha. 2022. Handbook of Research on Student Engagement. Handbook of Research on Student Engagement 511 528 .
Efi Paparistodemou, Μaria Meletiou-Mavrotheris & Christina Vasou. 2021. Smart Pedagogy of Game-based Learning. Smart Pedagogy of Game-based Learning 57 70 .
Filipa de Sousa & Ingvill Rasmussen. (2019) Productive Disciplinary Engagement and Videogames. Nordic Journal of Digital Literacy 14:3-4, pages 99-116.
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Navneet Kaur & Chandan Dasgupta. (2019) Collaborative and Disciplinary Engagement Levels of the Teams While Managing Engineering Design Uncertainties. Collaborative and Disciplinary Engagement Levels of the Teams While Managing Engineering Design Uncertainties.
Jessica Padgett, Sayra Cristancho, Lorelei Lingard, Richard Cherry & Faizal Haji. (2018) Engagement: what is it good for? The role of learner engagement in healthcare simulation contexts. Advances in Health Sciences Education 24:4, pages 811-825.
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Roberta Hunter & Jodie Hunter. 2019. Problem Solving in Mathematics Instruction and Teacher Professional Development. Problem Solving in Mathematics Instruction and Teacher Professional Development 241 257 .
Yngve Nordkvelle, Odd Rune Stalheim, Trine Fossland, Thomas de Lange, Anne Line Wittek & Monika Bærøe Nerland. 2019. Ensuring Quality in Professional Education Volume I. Ensuring Quality in Professional Education Volume I 53 72 .
Filipa de Sousa, Ingvill Rasmussen & Palmyre Pierroux. (2018) Zombies and ethical theories: Exploring transformational play as a framework for teaching with videogames. Learning, Culture and Social Interaction 19, pages 40-50.
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Manoli Pifarré & Li Li. (2018) Characterizing and unpacking learning to learn together skills in a wiki project in primary education. Thinking Skills and Creativity 29, pages 45-58.
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Maria Meletiou-Mavrotheris, Efi Paparistodemou & Loucas Tsouccas. 2018. Statistics in Early Childhood and Primary Education. Statistics in Early Childhood and Primary Education 275 293 .
Linda G. Polin. 2018. Constructivist Education in an Age of Accountability. Constructivist Education in an Age of Accountability 163 188 .
Carole B. Sox, Sheryl F. Kline, Tena B. Crews, Sandra K. Strick & Jeffrey M. Campbell. (2015) Virtual and Hybrid Meetings: A Mixed Research Synthesis of 2002-2012 Research. Journal of Hospitality & Tourism Research 41:8, pages 945-984.
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Amanda Bell & Melissa Gresalfi. (2017) Teaching with Videogames: How Experience Impacts Classroom Integration. Technology, Knowledge and Learning 22:3, pages 513-526.
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Kim A. Cheek. (2016) Do Indonesian Children’s Experiences with Large Currency Units Facilitate Magnitude Estimation of Long Temporal Periods?. Research in Science Education 47:4, pages 889-911.
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Lise McCoy, Robin K. Pettit, Joy H. Lewis, J. Aaron Allgood, Curt Bay & Frederic N. Schwartz. (2016) Evaluating medical student engagement during virtual patient simulations: a sequential, mixed methods study. BMC Medical Education 16:1.
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Melissa Sommerfeld Gresalfi & Jacqueline Barnes. (2015) Designing feedback in an immersive videogame: supporting student mathematical engagement. Educational Technology Research and Development 64:1, pages 65-86.
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Lise McCoy, Joy H. Lewis & David Dalton. (2016) Gamification and Multimedia for Medical Education: A Landscape Review. Journal of Osteopathic Medicine 116:1, pages 22-34.
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Melissa Sommerfeld Gresalfi. (2015) Designing to support critical engagement with statistics. ZDM 47:6, pages 933-946.
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Suparna Sinha, Toni Kempler Rogat, Karlyn R. Adams-Wiggins & Cindy E. Hmelo-Silver. (2015) Collaborative group engagement in a computer-supported inquiry learning environment. International Journal of Computer-Supported Collaborative Learning 10:3, pages 273-307.
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Kay OwensKay Owens. 2015. Visuospatial Reasoning. Visuospatial Reasoning 291 308 .
Michael Thome. 2015. Design and Development of Training Games. Design and Development of Training Games 377 392 .
Cecilia C. da Silva, Abel G. da Silva Filho, Jailma S. Monteiro & Wellington P. dos Santos. (2014) Developing 3D human-computer interfaces and serious games for health education in the Brazilian countryside using participatory design and popular education. Developing 3D human-computer interfaces and serious games for health education in the Brazilian countryside using participatory design and popular education.
Sanna Järvelä & K. Ann Renninger. 2014. The Cambridge Handbook of the Learning Sciences. The Cambridge Handbook of the Learning Sciences 668 685 .
Matthew T. Marino, Kathleen Becht, Eleazar VasquezIIIIII, Jennifer L. Gallup, James D. Basham & Benjamin Gallegos. (2014) Enhancing Secondary Science Content Accessibility With Video Games. TEACHING Exceptional Children 47:1, pages 27-34.
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Hamdy Ahmed Abdelaziz. (2014) Immersive Learning Design (ILD): A New Model to Assure the Quality of Learning through Flipped Classrooms. Immersive Learning Design (ILD): A New Model to Assure the Quality of Learning through Flipped Classrooms.
Cecilia C. da Silva, Barbara Gabrielle M. de Alcantara, Julio Cesar S. Olimpio, Cristine M. G. de Gusmao, Abel G. da Silva Filho & Wellington P. dos Santos. (2014) Ilera-Aiye: A virtual world for the development of serious games for health education and promotion in the Northeastern Brazilian countryside. Ilera-Aiye: A virtual world for the development of serious games for health education and promotion in the Northeastern Brazilian countryside.
Elizabeth A. Boyle, Ewan W. MacArthur, Thomas M. Connolly, Thomas Hainey, Madalina Manea, Anne Kärki & Peter van Rosmalen. (2014) A narrative literature review of games, animations and simulations to teach research methods and statistics. Computers & Education 74, pages 1-14.
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Hamdy A. Abdelaziz. (2013) From Content Engagement to Cognitive Engagement. International Journal of Technology Diffusion 4:1, pages 16-32.
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Sasha Barab, Patrick Pettyjohn, Melissa Gresalfi & Maria Solomou. 2012. Games, Learning, and Society. Games, Learning, and Society 306 326 .
Melissa Sommerfeld Gresalfi, Jacqueline Barnes & Dionne Cross. (2011) When does an opportunity become an opportunity? Unpacking classroom practice through the lens of ecological psychology. Educational Studies in Mathematics 80:1-2, pages 249-267.
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