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Tag mathgamespatterns [180 articles]

 
Recent papers classified by the tag mathgamespatterns.
 

Epistemological Pluralism and the Revaluation of the Concrete

  [CiTO]
In Constructionism (1991), pp. 161-192
edited by I. Harel, S. Papert
posted to constructionism mathgamespatterns by benhuxham  on 2013-03-29 05:30:54 ** along with 1 person and 4 groups yish dtl eni mathgamespatterns vds-arg
 

Game Design Workshop: Designing, Prototyping, and Playtesting Games

  [CiTO]
(01 February 2004)
posted to design entertainment game mathgamespatterns theory by letiziajaccheri  on 2012-09-25 09:07:03 ** along with 10 people and 4 groups ClarissaG colleenmacklin dijewu enunez ewoodruff jonas28 mirjam sdahlskog seawidget staffan CMS Geschichte_studieren mathgamespatterns PETLab

Abstract

Master the craft of game design so you can create that elusive combination of challenge, competition, and interaction that players seek. This design workshop begins with an examination of the fundamental elements of game design; then puts you to work in prototyping, playtesting, and redesigning your own games with exercises that teach essential design skills. Workshop exercises require no background in programming or artwork, releasing you from the intricacies of electronic game production, so you can develop a working understanding of ...

 

Problem Solving as a Basis for Reform in Curriculum and Instruction: The Case of Mathematics

  [CiTO]
Educational Researcher, Vol. 25, No. 4. (1996), pp. 12-21
posted to learning mathematics mathgamespatterns pbl problem solving by vinods1991  on 2012-08-08 07:52:20 ** along with 5 people and 4 groups chrisdohfr evensom glendud MarkLaurent yish dtl eni mathgamespatterns vds-arg

Abstract

We argue that reform in curriculum and instruction should be based on allowing students to problematize the subject. Rather than mastering skills and applying them, students should be engaged in resolving problems. In mathematics, this principle fits under the umbrella of problem solving, but our interpretation is different from many problem-solving approaches. We first note that the history of problem solving in the curriculum has been infused with a distinction between acquiring knowledge and applying it. We then propose our alternative ...

 

Design Patterns: Elements of Reusable Object-Oriented Software

  [CiTO]
(10 November 1994)
posted to computer design four gang gof mathgamespatterns object of oriented patterns software by timjaccojacobi  on 2012-07-23 14:16:01 ** along with 131 people and 13 groups 4vgacias a_mendeley adilakhter agupta0318 aku8000 anitabanerji banus BelliOS bfraser billkidwell bkohler brady cekay cerkut ChristianGraf christianholz creswick CVertex dada42 datom davidbeckingsale ddahlem deslocator dgront digitaldust diogonunes dmeister drakkos69 dullhunk eabait eddymier ehjuerrens ekoenig eldaly elferdo elsantosneto fdr flgeyer flobr fmatthes fmc francolq geraldczech germoglio GregorSuhr GuAlex gvdh hmeyer ikbeneyal ilya ingo janernsting JavaJoe jcs3010 jimbarritt jimfinnis jjcamachosanchez JuliusDegesys jvb kklo klinsz krthie Kuja111 laurobeltrao leomagela leonardo Lewisham lfk mabi maike mapto martinrytter mavdzee mchinen mflorian misto mldechert MortMan mperalta mtopf mxro mzygmunt negola nemah nes1983 nicholasVaidyanathan nmanzanos paul_harrison periodic plaugg poths pprett proborc pverstra RafG randerr ras ratulmukh robert85 robertlischke rzfrantz sabetta sainibaljit sergiocabrero shimomura simmcast srccheck Starkilla sven_luzar swakefield thermostat Thrakbad timread titosanxez torch Torsten_Holmer tristan_carel tvolland ubbe ujh uvanheesch uvriss vazquezger vidvid voiklis Wurlitzer xanthos yish yochju zhensong zzb3886 contact-id dtl eni gk-intern Information Networks and Knowledge Management localization mathgamespatterns OpenVanilla patterns Software-Architecture STS vds-arg Wikipedia

Abstract

Four software designers present a catalog of simple and succinct solutions to commonly occurring design problems, using Smalltalk and C++ in example code. These 23 patterns allow designers to create more flexible, elegant, and ultimately reusable designs without having to rediscover the design solutions themselves. The authors begin by describing what patterns are and how they can help you design object-oriented software. They go on to systematically name, explain, evaluate, and catalog recurring designs in object-oriented systems.--From publisher description. ...

 

The Sciences of the Artificial - 3rd Edition

  [CiTO]
(01 October 1996)
posted to ai artificial classic design intelligence mathgamespatterns by peter000001  on 2012-07-07 21:32:57 ** along with 41 people and 21 groups 7oby achiar Adso aku8000 briancpotter cmalek dperkel egoodman fabianhemmert fheintz gennaro haveuheard hukkinen irah_hari jelsas jeroennieboer johnnynelson KAllendoerfer korakot livingthingdan mxro mzygmunt neilernst PaulBHartzog pedagogicapprentice pverstra qwermish R13 remipannequin rhb241 rlai seninp sga72 shuanlo slariccia spirit_of_numenor superpyrin tystl yijisoo yish ypjones Blog_and_Wiki_Research ComplexAdaptiveSystems digital_youth DSS dtl eni Holonic_Tracilog_Team Information Networks and Knowledge Management infovis livingthing macc mathgamespatterns MITCCI mobilecomputing NanyangCHFE Philosophy_of_Information Plone in education Qualitative Research Methods sims_phd_cohort_2005 vds-arg VirtualPatient

Abstract

"People sometimes ask me what they should read to find out about artificial intelligence. Herbert Simon's book The Sciences of the Artificial is always on the list I give them. Every page issues a challenge to conventional thinking, and the layman who digests it well will certainly understand what the field of artificial intelligence hopes to accomplish. I recommend it in the same spirit that I recommend Freud to people who ask about psychoanalysis, or Piaget to those who ask about child psychology: If you want to ...

 

A cookbook for using the model-view controller user interface paradigm in Smalltalk-80

  [CiTO]
J. Object Oriented Program., Vol. 1, No. 3. (1988), pp. 26-49
posted to controler design gof mathgamespatterns mvc smalltalk software view by ps_ttf on 2010-04-16 14:39:21 **
 

Animation: can it facilitate?

  [CiTO]
International Journal of Human-Computer Studies, Vol. 57 (2002), pp. 247-262

Abstract

Graphics have been used since ancient times to portray things that are inherently spatiovisual, like maps and building plans. More recently, graphics have been used to portray things that are metaphorically spatiovisual, like graphs and organizational charts. The assumption is that graphics can facilitate comprehension, learning, memory, communication and inference. Assumptions aside, research on static graphics has shown that only carefully designed and appropriate graphics prove to be beneficial for conveying complex systems. Effective graphics conform to the Congruence Principle according ...

 

Design Patterns

  [CiTO]
(January 1995)

Abstract

<I>Design Patterns</I> is a modern classic in the literature of object-oriented development, offering timeless and elegant solutions to common problems in software design. It describes patterns for managing object creation, composing objects into larger structures, and coordinating control flow between objects. The book provides numerous examples where using composition rather than inheritance can improve the reusability and flexibility of code. Note, though, that it's not a tutorial but a catalog that you can use to find an object-oriented design pattern that's ...

Note (first note only)

"One thing expert designers know not to do is solve every problem from first principles. Rather, they reuse solutions that have worked for them in the past. When they find a good solution, they use it again and again. Such experience is part of what makes them experts. Consequently, youÂ’ll find recurring patterns of classes and communicating objects in many object-oriented systems. These patterns solve specific design problems and make object-oriented designs more flexible, elegant, and ultimately reusable. They help designers

 

LEGO/Logo: Learning Through and About Design

  [CiTO]
In Constructionism (1991), pp. 141-150
edited by I. Harel, S. Papert
 

Software Design as a Learning Environment

  [CiTO]
In Constructionism (1991), pp. 41-84
edited by I. Harel, S. Papert
 

Mindstorms: Children, computers, and powerful ideas

  [CiTO]
(January 1981)
 

Chapter 2: Searching for learner-centered, constructivist, and sociocultural components of collaborative educational learning tools

  [CiTO]
In Electronic collaborators: Learner-centered technologies for literacy, apprenticeship, and discourse (1998), pp. 25-50

Abstract

As Bednar, Cunningham, Duffy, and Perry (1995) argued, instructional strategies and tools must be based on some theory of learning and cognition. Of course, crafting well-articulated views that clearly answer the major epistemological questions of human learning has exercised psychologists and educators for centuries. What is a mind? What does it mean to know something? How is our knowledge represented and manifested? Many educators prefer an eclectic approach, selecting "principles and techniques from the many theoretical perspectives in much the same ...

 

Simulations and the Future of Learning: An Innovative (and Perhaps Revolutionary) Approach to e-Learning

  [CiTO]
(19 September 2003)
posted to design elearning games learning mathgamespatterns seriousgames simulation by kgrandis  on 2007-06-29 14:59:27 read along with 16 people and 10 groups achiar bernie2 Blitzechse carolem clayfox ewoodruff gere69 intellagirl jonas28 jsvoboda knowlengr mapto nanoMonkey sarahricher seawidget yish CMS DarkMarkGroup dtl eni ETEC533 Geschichte_studieren mathgamespatterns MMORPGStudies vds-arg VirtualPatient

Abstract

<I>Simulations and the Future of Learning</I> offers trainers and educators the information and perspective they need to understand, design, build, and deploy computer simulations for this generation. Looking back on his recent first-hand experience as lead designer for an advanced leadership development simulation, author Clark Aldrich has created a detailed case study of the creation and deployment of an e-learning simulation that had the development cycle of a modern computer game. With this book Aldrich, a leader in the e-learning field, ...

 

Constructionism in Practice: Designing, Thinking, and Learning in A Digital World

  [CiTO]
(01 April 1996)
posted to constructionism design learning math mathgamespatterns by kgrandis  on 2007-06-29 14:58:55 ** along with 3 people and 4 groups hankee rickl yish dtl eni mathgamespatterns vds-arg

Abstract

The digital revolution necessitates, but also makes possible, radical changes in how and what we learn. This book describes a set of innovative educational research projects at the MIT Media Laboratory, illustrating how new computational technologies can transform our conceptions of learning, education, and knowledge. The book draws on real-world education experiments conducted in formal and informal contexts: from inner-city schools and university labs to neighborhoods and after-school clubhouses. The papers in this book are divided in four interrelated sections as follows: * _Perspectives in Constructionism_ further develops the ...

 

The effects of instructional computer games and drill and practice software on learning disabled students' mathematics achievement

  [CiTO]
Comput. Sch., Vol. 6, No. 3-4. (1989), pp. 87-101
posted to disablities drill games learning math mathgamespatterns by kgrandis  on 2007-06-29 14:57:49 **** along with 1 person and 4 groups yish dtl eni mathgamespatterns vds-arg
 

Theory of Games and Economic Behavior (Commemorative Edition) (Princeton Classic Editions)

  [CiTO]
(10 May 2004)
posted to economics games mathgamespatterns theory by kgrandis  on 2007-06-29 14:57:18 ** along with 4 people and 3 groups livingthingdan RandG spirit_of_numenor staffan ComplexAdaptiveSystems livingthing mathgamespatterns

Abstract

<p>This is the classic work upon which modern-day game theory is based. What began more than sixty years ago as a modest proposal that a mathematician and an economist write a short paper together blossomed, in 1944, when Princeton University Press published <i>Theory of Games and Economic Behavior</i>. In it, John von Neumann and Oskar Morgenstern conceived a groundbreaking mathematical theory of economic and social organization, based on a theory of games of strategy. Not only would this revolutionize economics, but ...

 

A Theory of Fun for Game Design

  [CiTO]
(06 November 2004)
posted to design games gametheory learning ludology mathgamespatterns psychology by kgrandis  on 2007-06-29 14:43:44 *** along with 36 people and 8 groups bkirman chioccariello CloCkWeRX colleenmacklin DivineGigi drakkos69 ewoodruff felipekenjinakano gideondisturbed googya Hoenikker ibeatty intellagirl jbrejcha jmchen1011 johnmurray khy16 Lewisham mirjam ninfadistella NML noahwf orenirleaf pe3 phanny Scis0000002 sdahlskog sdipaola seawidget Skuirrel staffan tdang trm005 WilliamHartPhD yish yzh109 CMS dtl eni mathgamespatterns mgh-lcs MMORPGStudies PETLab vds-arg
 

Apprenticeship in Thinking: Cognitive Development in Social Context

  [CiTO]
(1990)
posted to cognition constructivism learning mathgamespatterns piaget reading theory vygotsky zpd by kgrandis  on 2007-06-29 14:41:06 ** along with 16 people and 9 groups fergus garyfeng jcorosco ksiek livingthingdan nkorf pedagogicapprentice robjstaples Scis0000002 sjones tystl wbarowy wcrosbie Weltenkreuzer yish ypjones CoP_CMS dtl eni livingthing mathgamespatterns ReadingLab Semantic-Social-Networks vds-arg Wikipedia

Abstract

This interdisciplinary work presents an integration of theory and research on how children develop their thinking as they participate in cultural activity with the guidance and challenge of their caregivers and other companions. The author, a leading developmental psychologist, views development as an apprenticeship in which children engage in the use of intellectual tools in societally structured activities with parents, other adults, and children. The author has gathered evidence from various disciplines--cognitive, developmental, and cultural psychology; anthropology; infancy studies; and communication ...

 

Tools for Conviviality

  [CiTO]
(01 August 1974)
posted to mathgamespatterns by now  on 2006-02-28 14:54:18 ** along with 4 people and 3 groups boltmwj1 ibursztyn napvasconcelos tystl DIS-INDACO mathgamespatterns PDPNARN
 

Philosophical Investigations

  [CiTO]
(30 April 1973)
 

The Game Design Reader : A Rules of Play Anthology

  [CiTO]
(01 December 2005)
posted to mathgamespatterns by now  on 2006-02-28 11:34:34 ** along with 16 people and 4 groups acagamic colleenmacklin douglasthomas ewoodruff gideondisturbed intellagirl jeremygow klharris lfdoherty mikejedw NML rex sdahlskog seawidget Soederblom staffan CMS mathgamespatterns MMORPGStudies PETLab

Abstract

<i>The Game Design Reader</i> is a one-of-a-kind collection on game design and criticism, from classic scholarly essays to cutting-edge case studies. A companion work to Katie Salen and Eric Zimmerman's textbook <i>Rules of Play: Game Design Fundamentals</i>, <i>The Game Design Reader</i> is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players.<br /> <br /> Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: ...

 

Half-Real: Video Games between Real Rules and Fictional Worlds

  [CiTO]
(02 December 2005)

Abstract

A video game is half-real: we play by real rules while imagining a fictional world. We win or lose the game in the real world, but we slay a dragon (for example) only in the world of the game. In this thought-provoking study, Jesper Juul examines the constantly evolving tension between rules and fiction in video games. Discussing games from <i>Pong</i> to <i>The Legend of Zelda</i>, from chess to <i>Grand Theft Auto</i>, he shows how video games are both a departure ...

 

Flow: The Psychology of Optimal Experience

  [CiTO]
(13 March 1991)

Abstract

You have heard about how a musician loses herself in her music, how a painter becomes one with the process of painting. In work, sport, conversation or hobby, you have experienced, yourself, the suspension of time, the freedom of complete absorption in activity. This is "flow," an experience that is at once demanding and rewarding--an experience that Mihaly Csikszentmihalyi demonstrates is one of the most enjoyable and valuable experiences a person can have. The exhaustive case studies, controlled experiments and innumerable ...

 

Design Research: Theoretical and Methodological Issues

  [CiTO]
Journal of the Learning Sciences (2004), pp. 15-42
 

Toward a design science of education

  [CiTO]
In New directions in educational technology (1992)
 

Participatory Design: Issues and Concerns

  [CiTO]
Comput. Supported Coop. Work, Vol. 7, No. 3-4. (1998), pp. 167-185
posted to cscw design hci mathgamespatterns participatory by yish  on 2006-02-26 02:04:06 ** along with 6 people and 5 groups aku8000 jenine maike marcela Sanuska tammets dtl eni mathgamespatterns SITCRC vds-arg
 

Learner-centered design: the challenge for HCI in the 21st century

  [CiTO]
interactions, Vol. 1, No. 2. (April 1994), pp. 36-48, doi:10.1145/174809.174813
posted to mathgamespatterns by now  on 2006-02-25 15:17:42 ** along with 4 people and 4 groups erisu nachobl rickl yish dtl eni mathgamespatterns vds-arg
 

Design principles for online peer-evaluation: Fostering objectivity

  [CiTO]
In Computer support for collaborative learning: The Next 10 Tears! Proceedings of CSCL 2005 (Taipei, Taiwan) (2005)

Abstract

Peer-evaluation is a powerful method for fostering learning in a variety of contexts. Yet challenges of application in contexts involving personal values received little attention. This study used a design-based research approach to explore such challenges in an undergraduate educational-philosophy course. The study was organized in three design-and-implementation iterations of a peer evaluation activity. Discrepancies between student and instructor scores were explained by bias due to non-objective student personal stands. Refinements to the design, based on emerging design principles a) assisted ...

 

How can public design principles improve design based research?

  [CiTO]
International Journal of Computer Support for Collaborative Learning (in press)
posted to design designpatterns designprinciples learning mathgamespatterns research by yish  on 2006-02-24 00:52:06 ** along with 4 groups dtl eni mathgamespatterns vds-arg
 

Collaboration Design Patterns: Conceptual Tools for Planning for The Wireless Classroom

  [CiTO]
In Proceedings of WMTE 2002 (2002), pp. 39-47

Abstract

Wireless and mobile devices are beginning to offer stunning new technical capabilities for collaborative learning. Yet, researchers in this field must recognize the importance of complementing these technical advances with improved understanding of the patterns of classroom activity that most need support. Our approach is to create conceptual tools that help us think and talk about technology-supported collaborative learning. A particularly powerful tool, we have found, is Collaborative Design Patterns, which capture common learning situations and tradeoffs in written form. ...

 

Building community using the Design Principles Database

  [CiTO]
In Instructional design for effective and enjoyable computer-supported learning: Proceedings of the first joint meeting of the EARLI SIGs Instructional Design andd Learning and Instruction with Computers (2004), pp. 294-305

Abstract

In this study, we describe a mechanism to support designers in sharing and building design knowledge. The Design Principles Database was developed as an infrastructure for designers to publish, connect, discuss and review design ideas. The database is intended to be built by and serve the community of educational software designers. In this study we examine how the activities of a two-week workshop with educational software designers helped participants synthesize their knowledge. Our outcomes are based on qualitative analysis of online ...

 

Kids as informants: telling us what we didn't know or confirming what we knew already?

  [CiTO]
(1998), pp. 27-50
 

Designing for or designing with? Informant design for interactive learning environments

  [CiTO]
In CHI '97: Proceedings of the SIGCHI conference on Human factors in computing systems (1997), pp. 343-350, doi:10.1145/258549.258789

Abstract

The value of involving people as 'users' or 'participants' in the design process is increasingly becoming a point of debate. In this paper we describe a new framework, called 'informant design', which advocates efficiency of input from different people: maximizing the value of contributions from various informants and design team members at different stages of the design process. To illustrate how this can be achieved we describe a project that uses children and teachers as informants at different stages to help ...

 

Designing multimedia for learning: narrative guidance and narrative construction

  [CiTO]
In CHI '99: Proceedings of the SIGCHI conference on Human factors in computing systems (1999), pp. 310-317, doi:10.1145/302979.303098
posted to constructionism design learning mathgamespatterns multimedia narrative by yish  on 2006-02-23 13:22:17 ** along with 2 people and 4 groups avanas TannisG dtl eni mathgamespatterns vds-arg

Abstract

Narrative is fundamental to the ways we make sense of texts of all kinds because it provides structure and coherence, but it is difficult to see how this works in the context of multimedia interactive learning environments (MILES). We tested our hypotheses about the form and function of narrative in MILES by developing three versions of material on CD-ROM which had different narrative structures and analysed the impact of the different versions on learner behaviour. We present a theoretical framework in ...

 

Collaborative environments for the learning of design: a model and a case study in Domotics☆

  [CiTO]
Computers & Education, Vol. 46, No. 2. (February 2006), pp. 152-173, doi:10.1016/j.compedu.2004.07.009

Abstract

Design plays a central role in a range of subjects at different educational levels. Students have to acquire the knowledge necessary for the execution of tasks that enable them to construct an artefact or model that can be tested by simulation and that satisfies some requirements and verifies some constraints. They achieve this by means of a design process. In some design domains there is a lack of teaching tools from a learner-centred perspective. Moreover, when these domains are complex, the ...

 

Children in the information technology design process: A review of theories and their applications

  [CiTO]
Library & Information Science Research, Vol. 26, No. 2. ( 2004), pp. 140-161, doi:10.1016/j.lisr.2003.12.002

Abstract

This article reviews the literature on the role that children can play in the design of information technology applications intended for young users themselves. It discusses several relevant design theories--user-centered design, contextual design (CD) or inquiry, participatory design (PD), cooperative inquiry, informant design, and learner-centered design--looks at usability issues in relation to design and children, and presents a number of studies in which children have been actively involved in the design both of software and Web portals. Designers are finding that ...

 

NIM: A Game-Playing Program (AIM-254)

  [CiTO]
(January 1970)
 

The importance of structuring information and resources within shared workspaces during collaborative design learning

  [CiTO]
Open Learning, Vol. 20, No. 1. (February 2005), pp. 31-49, doi:10.1080/0268051042000322087
 

Knowledge as Design: A Handbook for Critical and Creative Discussion Across the Curriculum

  [CiTO]
 

Mathematics education as a 'design science'

  [CiTO]
Educational Studies in Mathematics, Vol. 29 (December 1995), pp. 355-374

Abstract

Mathematics education (didactics of mathematics) cannot grow without close relationships to mathematics, psychology, pedagogy and other areas. However, there is the risk that by adopting standards, methods and research contexts from other well-established disciplines, the applied nature of mathematics education may be undermined. In order to preserve the specific status and the relative autonomy of mathematics education, the suggestion to conceive of mathematics education as a lsquodesign sciencersquo is made. ...

 

Children and Artificial Life

  [CiTO]
In Constructionism (1991), pp. 379-390
edited by I. Harel, S. Papert
posted to constructionism mathgamespatterns by yish to the group mathgamespatterns on 2006-02-20 16:11:54 ** along with 3 groups dtl eni vds-arg
 

From Decontextualized to Situated Knowledge: Revisiting Piaget's Water-Level Experiment

  [CiTO]
In Constructionism (1991), pp. 269-294
edited by I. Harel, S. Papert
posted to anstraction constructionism knowledge mathgamespatterns piaget situated by yish  on 2006-02-20 16:11:54 ** along with 4 groups dtl eni mathgamespatterns vds-arg
 

Elucidating Styles of Thinking about Topology through Thinking abouts Knots

  [CiTO]
In Constructionism (1991), pp. 215-234
edited by I. Harel, S. Papert
posted to constructionism mathgamespatterns by yish to the group vds-arg on 2006-02-20 16:11:54 ** along with 3 groups dtl eni mathgamespatterns
 

Overcoming the Centralized Mindset: Towards an Understanding of Emergent Phenomena

  [CiTO]
In Constructionism (1991), pp. 205-214
edited by I. Harel, S. Papert
 

LEGO/Logo: Learning Through and About Design

  [CiTO]
In Constructionism (1991), pp. 141-150
edited by I. Harel, S. Papert
 

Children Learning Through Consulting: When Mathematical Ideas, Knowledge of Programming and Design, and Playful Discourse are Interwined

  [CiTO]
In Constructionism (1991), pp. 111-140
edited by I. Harel, S. Papert
 

Learning Through Design and Teaching: Exploring Social and Collaborative Aspects of Constructionism

  [CiTO]
In Constructionism (1991), pp. 85-110
edited by I. Harel, S. Papert
 

Software Design as a Learning Environment

  [CiTO]
In Constructionism (1991), pp. 41-84
edited by I. Harel, S. Papert
 

The Computer as a Convivial Tool

  [CiTO]
In Constructionism (1991), pp. 29-37
edited by I. Harel, S. Papert
 

Perestroika and Epistemological Politics

  [CiTO]
In Constructionism (1991), pp. 13-28
edited by I. Harel, S. Papert
posted to constructionism mathgamespatterns by yish to the group eni on 2006-02-20 16:11:51 ** along with 3 groups dtl mathgamespatterns vds-arg
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