A framework for understanding game-based teaching and learning JB Holmes, ER Gee On the horizon 24 (1), 1-16, 2016 | 99 | 2016 |
Remixing multiliteracies: Theory and practice from New London to new times F Serafini, E Gee Teachers College Press, 2017 | 94 | 2017 |
Video game making and modding ER Gee, KM Tran Handbook of research on the societal impact of digital media, 238-267, 2016 | 48 | 2016 |
Children and families in the digital age: Learning together in a media saturated culture E Gee, L Takeuchi, E Wartella Routledge, 2017 | 43 | 2017 |
Games as distributed teaching and learning systems E Gee, JP Gee Teachers College Record 119 (12), 1-22, 2017 | 37 | 2017 |
Video gaming as digital media, play, and family routine: implications for understanding video gaming and learning in family contexts E Gee, S Siyahhan, AM Cirell Learning, Media and Technology 42 (4), 468-482, 2017 | 36 | 2017 |
Essay review: Current perspectives on teaching adults E Gee Adult education quarterly 43 (3), 173-186, 1993 | 34 | 1993 |
A design-focused analysis of games teaching computer science C Harteveld, G Smith, G Carmichael, E Gee, C Stewart-Gardiner Proceedings of Games+ Learning+ Society 10, 1-8, 2014 | 33 | 2014 |
Families at play: Connecting and learning through video games S Siyahhan, E Gee MIT Press, 2018 | 31 | 2018 |
Expanding analytical perspectives on children’s picturebook apps E Aguilera, D Kachorsky, E Gee, F Serafini Literacy Research: Theory, Method, and Practice 65 (1), 421-435, 2016 | 22 | 2016 |
Reconceptualizing adult basic education and the digital divide E Hayes Toward defining and improving quality in adult basic education, 203-220, 2013 | 15 | 2013 |
Zooming into a tinkering project: The progression of learning through transitional objects P Parekh, ER Gee Interdisciplinary Journal of Problem-Based Learning 12 (2), 2018 | 13 | 2018 |
A multimodal perspective on touch, communication, and learning C Jewitt, F Serafini, E Gee Remixing Multiliteracies: Theory and Practice from New London to New Times …, 2017 | 12 | 2017 |
Understanding gaming and gender within the everyday lives of Mexican-American family homes S Siyahhan, E Gee Diversifying Barbie and Mortal Kombat: Intersectional perspectives and …, 2016 | 11 | 2016 |
The effectiveness of pairing analog and digital games to teach computer science principles to female youth S Eordanidis, E Gee, G Carmichael Journal of Computing Sciences in colleges 32 (3), 12-19, 2017 | 10 | 2017 |
(Design) thinking out loud: adolescents’ design talk in a library makerspace tabletop game design camp TM Kessner, P Parekh, E Aguliera, LE Pérez Cortés, KM Tran, S Siyahhan, ... Information and Learning Sciences 122 (9/10), 651-670, 2021 | 9 | 2021 |
From age and gender to identity in technology-mediated language learning EH Gee, YN Lee The Routledge handbook of language learning and technology, 160-172, 2016 | 9 | 2016 |
Tinkering alone and together: Tracking the emergence of children's projects in a library workshop P Parekh, ER Gee Learning, Culture and Social Interaction 22, 100313, 2019 | 8 | 2019 |
Board game design: an educational tool for understanding environmental issues P Parekh, E Gee, K Tran, E Aguilera, LE Pérez Cortés, T Kessner, ... International Journal of Science Education 43 (13), 2148-2168, 2021 | 7 | 2021 |
Wicked play: Wicked problems, designerly citizens, design games T Kessner, E Gee, L Pérez-Cortés International Society of the Learning Sciences (ISLS), 2020 | 7 | 2020 |