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Original Articles

Identity Construction Environments: Developing Personal and Moral Values Through the Design of a Virtual City

Pages 365-415 | Published online: 17 Nov 2009

Keep up to date with the latest research on this topic with citation updates for this article.

Read on this site (8)

Juan Mateu, María José Lasala & Xavier Alamán. (2014) VirtualTouch: A Tool for Developing Mixed Reality Educational Applications and an Example of Use for Inclusive Education. International Journal of Human–Computer Interaction 30:10, pages 815-828.
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Marina Umaschi Bers, Jared Matas & Nehama Libman. (2013) Livnot U'Lehibanot, To Build and To Be Built: Making Robots in Kindergarten to Explore Jewish Identity. Diaspora, Indigenous, and Minority Education 7:3, pages 164-179.
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Nicole DiGironimo. (2011) What is Technology? Investigating Student Conceptions about the Nature of Technology. International Journal of Science Education 33:10, pages 1337-1352.
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PaulP. Freddolino & ChristinaM. Blaschke. (2008) Therapeutic Applications of Online Gaming. Journal of Technology in Human Services 26:2-4, pages 423-446.
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Sherry Hsi. (2007) Conceptualizing Learning from the Everyday Activities of Digital Kids. International Journal of Science Education 29:12, pages 1509-1529.
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Sasha Barab, Tyler Dodge, MichaelK. Thomas, Craig Jackson & Hakan Tuzun. (2007) Our Designs and the Social Agendas They Carry. Journal of the Learning Sciences 16:2, pages 263-305.
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Marina Umaschi Bers. (2006) The Role of New Technologies to Foster Positive Youth Development. Applied Developmental Science 10:4, pages 200-219.
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Philip Bell. (2004) On the Theoretical Breadth of Design-Based Research in Education. Educational Psychologist 39:4, pages 243-253.
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Articles from other publishers (59)

Fátima Monteiro & Armando Sousa. (2023) Pedagogical innovation to captivate students to ethics education in engineering. Journal of Applied Research in Higher Education.
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Robin KurillaRobin Kurilla. 2023. Group Identity Fabrication Theory. Group Identity Fabrication Theory 173 268 .
Rosa S Wong, Keith TS Tung, Hiu Tung Wong, Frederick KW Ho, Hing Sang Wong, King-Wa Fu, Ting Chuen Pong, Ko Ling Chan, Chun Bong Chow & Patrick Ip. (2020) A Mobile Game (Safe City) Designed to Promote Children’s Safety Knowledge and Behaviors: Protocol for a Randomized Controlled Trial. JMIR Research Protocols 9:6, pages e17756.
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Siu Cheung Kong & Yi Qing Wang. (2020) Formation of computational identity through computational thinking perspectives development in programming learning: A mediation analysis among primary school students. Computers in Human Behavior 106, pages 106230.
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Chia-Wen Tsai, Pei-Di Shen & I-Chun Chiang. (2018) Investigating the effects of ubiquitous self-organized learning and learners-as-designers to improve students’ learning performance, academic motivation, and engagement in a cloud course. Universal Access in the Information Society 19:1, pages 1-16.
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Dolors Cañabate, Teresa Serra, Remigijus Bubnys & Jordi Colomer. (2019) Pre-Service Teachers’ Reflections on Cooperative Learning: Instructional Approaches and Identity Construction. Sustainability 11:21, pages 5970.
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Dazhi Yang & Shannon Skelcher. (2019) Improving Teachers' Understanding of Theoretical Foundations of Technology Use. International Journal of Information and Communication Technology Education 15:4, pages 113-127.
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Yi Fei Wang. 2018. Teacher Training and Professional Development. Teacher Training and Professional Development 1422 1442 .
Kathryn M. Wozniak. 2018. Educational Technology and Narrative. Educational Technology and Narrative 129 139 .
Dilek Doğan, Murat Çınar & Hakan Tüzün. 2017. Encyclopedia of Computer Graphics and Games. Encyclopedia of Computer Graphics and Games 1 7 .
Yi Fei Wang. 2017. Handbook of Research on Collaborative Teaching Practice in Virtual Learning Environments. Handbook of Research on Collaborative Teaching Practice in Virtual Learning Environments 200 220 .
Selen Turkay & Charles K. Kinzer. 2017. Transforming Gaming and Computer Simulation Technologies across Industries. Transforming Gaming and Computer Simulation Technologies across Industries 48 79 .
Doris Rusch. 2016. Making Deep Games. Making Deep Games 115 137 .
Elly A. Konijn, Jolanda Veldhuis, Xanthe S. Plaisier, Marloes Spekman & Anouk den Hamer. 2015. The Handbook of the Psychology of Communication Technology. The Handbook of the Psychology of Communication Technology 332 364 .
Selen Turkay & Charles K. Kinzer. 2015. Gamification. Gamification 247 272 .
Sean P. Goggins. (2014) Designing computer-supported collaborative learning at work for rural IT workers: Learning ensembles and geographic isolation. British Journal of Educational Technology 45:6, pages 1069-1081.
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David Coyle, Anja Thieme, Conor Linehan, Madeline Balaam, Jayne Wallace & Siân Lindley. (2014) Emotional Wellbeing. International Journal of Human-Computer Studies 72:8-9, pages 627-628.
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Selen Turkay & Charles K. Kinzer. (2014) The Effects of Avatar-Based Customization on Player Identification. International Journal of Gaming and Computer-Mediated Simulations 6:1, pages 1-25.
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Karen McKenzie, Jill A. Cossar, Tim Fawns & Aja L. Murray. (2012) Reconciling the professional and student identities of clinical psychology trainees. Advances in Health Sciences Education 18:4, pages 745-754.
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Rebecca Gulotta, William Odom, Jodi Forlizzi & Haakon Faste. (2013) Digital artifacts as legacy. Digital artifacts as legacy.
Lori C. Walters, Darin E. Hughes, Manuel Gértrudix Barrio & Charles E. Hughes. 2013. Virtual, Augmented and Mixed Reality. Systems and Applications. Virtual, Augmented and Mixed Reality. Systems and Applications 426 435 .
Darshanand Ramdass. (2012) The role of cognitive apprenticeship in learning science in a virtual world. Cultural Studies of Science Education 7:4, pages 985-992.
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Stewart Martin. (2012) Exploring Identity and Citizenship in a Virtual World. International Journal of Virtual and Personal Learning Environments 3:4, pages 53-70.
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Marina Umaschi Bers & Elizabeth R. Kazakoff. 2012. Handbook of Psychology, Second Edition. Handbook of Psychology, Second Edition.
Brian J. Foley, Melanie S. Jones, Pamela Aschbacher & Cameron McPhee. 2012. Constructing the Self in a Digital World. Constructing the Self in a Digital World 148 176 .
Marina Bers, Alicia Doyle-Lynch & Clement Chau. 2012. Constructing the Self in a Digital World. Constructing the Self in a Digital World 110 136 .
Cynthia Carter Ching & X. Christine Wang. 2012. Constructing the Self in a Digital World. Constructing the Self in a Digital World 26 46 .
Cynthia Carter Ching & Brian J. Foley. 2012. Constructing the Self in a Digital World. Constructing the Self in a Digital World 1 14 .
Robb Lindgren. (2012) Generating a learning stance through perspective-taking in a virtual environment. Computers in Human Behavior 28:4, pages 1130-1139.
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Marina U. Bers & Kathryn A. Cantrell. 2012. E-Health Communities and Online Self-Help Groups. E-Health Communities and Online Self-Help Groups 1 23 .
Stewart Martin. 2012. Research on e-Learning and ICT in Education. Research on e-Learning and ICT in Education 29 41 .
Florence R. Sullivan, Claire E. Hamilton, Danielle A. Allessio, Rachel J. Boit, Alexandra D. Deschamps, Tony Sindelar, German E. Vargas Ramos, Anthony Randall, Nicholas Wilson & Yan Zhu. (2010) Representational guidance and student engagement: examining designs for collaboration in online synchronous environments. Educational Technology Research and Development 59:5, pages 619-644.
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Shalin Hai-Jew. 2011. Security in Virtual Worlds, 3D Webs, and Immersive Environments. Security in Virtual Worlds, 3D Webs, and Immersive Environments 72 96 .
Marc Thompson. 2011. Multi-User Virtual Environments for the Classroom. Multi-User Virtual Environments for the Classroom 240 266 .
Alberto Bucciero, Nicoletta Di Blas, Luca Mainetti, Paolo Paolini & Caterina Poggi. 2011. Multi-User Virtual Environments for the Classroom. Multi-User Virtual Environments for the Classroom 115 133 .
Laura M. Beals. (2010) Content creation in virtual worlds to support adolescent identity development. New Directions for Youth Development 2010:128, pages 45-53.
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Marina Umaschi Bers. (2010) Beyond computer literacy: Supporting youth's positive development through technology. New Directions for Youth Development 2010:128, pages 13-23.
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Kathryn Cantrell, Amy Fischer, Alisha Bouzaher & Marina Bers. (2010) The Role of E-Mentorship in a Virtual World for Youth Transplant Recipients. Journal of Pediatric Oncology Nursing 27:6, pages 344-355.
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S. Suh, S.W. Kim & N.J. Kim. (2010) Effectiveness of MMORPG-based instruction in elementary English education in Korea. Journal of Computer Assisted Learning 26:5, pages 370-378.
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Marina Umaschi Bers. (2010) Let the Games Begin: Civic Playing on High-Tech Consoles. Review of General Psychology 14:2, pages 147-153.
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Marina Bers & Clement Chau. (2009) The virtual campus of the future: stimulating and simulating civic actions in a virtual world. Journal of Computing in Higher Education 22:1, pages 1-23.
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Marina U. Bers, Laura M. Beals, Clement Chau, Keiko Satoh, Elizabeth D. Blume, David Ray DeMaso & Joseph Gonzalez-Heydrich. (2010) Use of a virtual community as a psychosocial support system in pediatric transplantation. Pediatric Transplantation 14:2, pages 261-267.
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Neha Khetrapal. 2010. Ethics and Game Design. Ethics and Game Design 181 196 .
Marina Umaschi Bers, Laura Beals, Clement Chau, Keiko Satoh & Nauman Khan. 2010. New Science of Learning. New Science of Learning 357 383 .
Marina U. Bers. (2009) New Media for New Organs. Convergence: The International Journal of Research into New Media Technologies 15:4, pages 462-469.
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Michael K. Thomas & Marco A. Columbus. (2009) African American Identity and a Theory for Primary Cultural Instructional Design. Journal of Educational Technology Systems 38:1, pages 75-92.
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David CoyleGavin Doherty & John Sharry. (2009) An Evaluation of a Solution Focused Computer Game in Adolescent Interventions. Clinical Child Psychology and Psychiatry 14:3, pages 345-360.
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Laura Beals & Marina Umaschi Bers. (2009) A Developmental Lens for Designing Virtual Worlds for Children and Youth. International Journal of Learning and Media 1:1, pages 51-65.
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Hakan Tüzün, Meryem Yılmaz-Soylu, Türkan Karakuş, Yavuz İnal & Gonca Kızılkaya. (2009) The effects of computer games on primary school students’ achievement and motivation in geography learning. Computers & Education 52:1, pages 68-77.
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Stephen Petrina, Franc Feng & Juyun Kim. (2007) Researching cognition and technology: how we learn across the lifespan. International Journal of Technology and Design Education 18:4, pages 375-396.
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Nathan Wilkinson, Rebecca P. AngDion H. Goh. (2008) Online Video Game Therapy for Mental Health Concerns: A Review. International Journal of Social Psychiatry 54:4, pages 370-382.
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Nicoletta Di Blas & Caterina Poggi. 2008. Human-Computer Interaction Symposium. Human-Computer Interaction Symposium 175 188 .
David Coyle, Gavin Doherty, Mark Matthews & John Sharry. (2007) Computers in talk-based mental health interventions. Interacting with Computers 19:4, pages 545-562.
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Brian P. Bailey, Sharon Y. Tettegah & Terry J. Bradley. (2006) Clover: Connecting technology and character education using personally-constructed animated vignettes. Interacting with Computers 18:4, pages 793-819.
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Marina Umaschi Bers & Clement Chau. (2006) Fostering Civic Engagement by Building a Virtual City. Journal of Computer-Mediated Communication 11:3, pages 748-770.
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J.J. Lee & C.M. Hoadley. (2006) Online Identity as a Leverage Point for Learning in Massively Multiplayer Online Role Playing Games (MMORPGs). Online Identity as a Leverage Point for Learning in Massively Multiplayer Online Role Playing Games (MMORPGs).
David Coyle, Mark Matthews, John Sharry, Andy Nisbet & Gavin Doherty. (2005) Personal Investigator: A therapeutic 3D game for adolecscent psychotherapy. Interactive Technology and Smart Education 2:2, pages 73-88.
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Sasha Barab, Michael Thomas, Tyler Dodge, Robert Carteaux & Hakan Tuzun. (2005) Making learning fun: Quest Atlantis, a game without guns. Educational Technology Research and Development 53:1, pages 86-107.
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MARINA UMASCHI BERS, JOSEPH GONZALEZ-HEYDRICH & DAVID RAY DEMASO. (2003) Use of a Computer-Based Application in a Pediatric Hemodialysis Unit: A Pilot Study. Journal of the American Academy of Child & Adolescent Psychiatry 42:4, pages 493-496.
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