Conducting qualitative research of learning in online spaces HR Gerber, SS Abrams, JS Curwood, AM Magnifico Sage Publications, 2016 | 134 | 2016 |
Maker culture and Minecraft: implications for the future of learning DJ Niemeyer, HR Gerber Educational Media International 52 (3), 216-226, 2015 | 128 | 2015 |
Fighting baddies and collecting bananas: Teachers’ perceptions of games-based literacy learning HR Gerber, DP Price Educational Media International 50 (1), 51-62, 2013 | 82 | 2013 |
From Mario to FIFA: what qualitative case study research suggests about games-based learning in a US classroom HR Gerber, SS Abrams, AJ Onwuegbuzie, CL Benge Educational Media International 51 (1), 16-34, 2014 | 72 | 2014 |
Twenty-first-century adolescents, writing, and new media: Meeting the challenge with game controllers and laptops HR Gerber, DP Price English Journal 101 (2), 68-73, 2011 | 64 | 2011 |
eS ports and Streaming: Twitch Literacies HR Gerber Journal of Adolescent & Adult Literacy 61 (3), 343-345, 2017 | 48 | 2017 |
Achieving through the feedback loop: Videogames, authentic assessment, and meaningful learning SS Abrams, HR Gerber English Journal, 95-103, 2013 | 48 | 2013 |
Mixed methods research AJ Onwuegbuzie, QG Jiao, KMT Collins Emerging Thought and Research on Student, Teacher, and Administrator Stress …, 2007 | 45 | 2007 |
Itsa WoW World: Second Language Acquisition and Massively Multiplayer Online Gaming YJ Lee Multimedia-Assisted Language Learning 16 (2), 53-70, 2013 | 39 | 2013 |
I get distracted by their being distracted”: The etiquette of in-class texting JA Williams, H Berg, H Gerber, M Miller, D Cox, N Votteler, M McGuire Eastern Educational Journal 40 (1), 48-56, 2011 | 39 | 2011 |
From the FPS to the RPG: Using video games to encourage reading YAL HP Gerber Digital Library and Archives of the Virginia Tech University Libraries, 2009 | 36 | 2009 |
Problems and possibilities of gamifying learning: A conceptual review HR Gerber Journal of Online Learning Research and Practice 3 (2), 2014 | 33 | 2014 |
Bridging literacies with videogames HR Gerber, SS Abrams Springer, 2014 | 31 | 2014 |
Cross-literate digital connections: contemporary frames for meaning making SS Abrams, HR Gerber English Journal 103 (4), 18, 2014 | 22 | 2014 |
Digital worlds and shifting borders: Popular culture, perception, and pedagogy SS Abrams, HR Gerber, ML Burgess New media literacies and participatory popular culture across borders, 90-105, 2012 | 21 | 2012 |
A long arc bending toward equity: tracing almost 20 years of ELA teaching with technology K Rybakova, M Rice, C Moran, L Zucker, M McDermott, E McGrail, ... Contemporary Issues in Technology and Teacher Education 19 (4), 549-604, 2019 | 17 | 2019 |
Into the meta: Research methods for moving beyond social media surfacing HR Gerber, TL Lynch TechTrends 61, 263-272, 2017 | 16 | 2017 |
Using API data to understand learning in league of legends: A mixed methods study HR Gerber, K Sweeney, E Pasquini Educational Media International 56 (2), 93-115, 2019 | 15 | 2019 |
New literacy studies: Intersections and disjunctures between in-school and out-of-school literacies with adolescent males HR Gerber University of Alabama, 2008 | 15* | 2008 |
An ontological imperative in the researching of digital phenomena TL Lynch, HR Gerber International Journal of Multiple Research Approaches 10 (1), 112-123, 2018 | 14 | 2018 |