Digital
Media in Education
|
Bransford, J., Vye, N., and Bateman, H. (2002). "Creating
high-quality
learning environments: Guidelines from research on how
people learn,"
in The Knowledge Economy and Postsecondary Education: Report of a
Workshop, P. Albjerg Graham and N.G. Stacey (Eds.): 159-198.
Washington, DC: National Academy Press.
Dede, C. (2005). "Planning for neomillennial
learning styles," Educause
Quarterly, 28(1): 7-12.
Reprint (.pdf)
Digital Media and Learning - Library
The MacArthur Foundation
Reprint of the 2006 Digital Media and Learning Fact
Sheet.
Digital Minds @ the MIT Press
Collection of Publications and Links on Digital Media and
Learning.
Jenkins, H., Clinton, K., Purushotma, R., Robinson,
A.J., and
Weigel, M. (2006). "Confronting the Challenges of
Participatory
Culture:
Media Education for the 21st Century," occasional paper on
Digital
Media and Learning. The John D. and Catherine T. MacArthur
Foundation.
Reprint (.pdf)
Levin, J.A., Levin, S.R., and Waddoups, G.L. (1999).
"Multiplicity in
learning and
teaching: A framework for developing innovative online
education," Journal of
Research on Computing in Education 32(2): 256-
269.
Mayer, R.E., Fennell, S., Farmer, L., and Campbell, J.
(2004). "A
personalization effect in multimedia learning: Students
learn better
when words are in conversational style rather than formal style,"
Journal of Educational Psychology 96(2): 389-395.
Reprint (.pdf)
McKinney, D., Dyck, J.L., and Luber, E.S. (2009).
"iTunes University
and the classroom: Can podcasts replace Professors?"
Computers &
Education 52: 617-623.
Reprint (.pdf)
MERLOT
MERLOT (Multimedia Educational
Resource for Learning and Online
Teaching) is a user-centered, searchable collection of peer reviewed
and
selected higher education, online learning materials, catalogued by
registered members and a set of faculty development support services.
Rice, R.E., Hiltz, S.R., and Spencer, D.H. (2005).
"Media mixes and
learning networks," in Learning Together Online: Research
on
Asynchronous Learning Networks, S.R. Hiltz and R. Goldman
(Eds.):
215-237. Mahwah, NJ: Laurence Erlbaum Associates.
Reprint (.pdf)
Salomon,
G., Perkins, D.N., and Globerson, T. (1991). “Partners in
cognition: Extending human intelligence with intelligent
technologies,”
Educational
Researcher 20(3): 2-9.
Reprint (.pdf)
Sun, J.R. (2004). "Turning a regular (face-to-face) course
into a more
engaging blended (hybrid) course," Proceedings of the Ohio
Commons
for Digital Education (OCDE) 2004 Conference: The Convergence
of
Libraries, Learning and Technology. Columbus, Ohio.
Swan, K. (2004). "Learning online: Current
research on issues of
interface, teaching presence and learner characteristics," in
Elements
of Quality Online Education, Into the Mainstream, J.
Bourne and J.C.
Moore (Eds.): 63-79. Needham, MA: Sloan Center for Online
Education.
Reprint
(.pdf)
Wang, C.Y.J and Resta, P.E. (2002). "Multiplicity
and flexibility as
design features - a case study of a web-based collaborative
learning
community for diverse learners," International Journal of
Continuing
Engineering Education and Life Long Learning 12(5-6):
403-418.
Wienman, C. and Perkins K. (2005). "Transforming
physics
education,"
Physics Today 58(11): 36-41.
Reprint
(.pdf)
|
Games/Tests
in Education
|
Boyd Davis, S. (2002). "Interacting with pictures:
Film, narrative and
interaction," Digital Creativity 13(2): 71-82.
Reprint (.pdf)
Burmester, M., Gerhard, D., and Thissen, F. (Eds.) (2005).
Digital
Game Based Learning. Proceedings of the 4th International
Symposium for Information Design (June 2005). Stuttgart,
Germany:
Stuttgart Media University.
Reprint (.pdf)
Medeiros, J. (2008). "Doing physics in Second Life," Physics
World,
News and Analysis, February, 2008.
Lenhart, A., Kahne, J., Middaugh, E., Rankin, A., Evans, C.,
and
>Vitak, J. (2008).
Teens, Video Games, and Civics. Pew Internet &
American Life Project Report; Sep. 16, 2008.
NetLogo
Programmable modeling environment for simulating natural and
social
phenomena, particularly well suited for modeling complex
systems
developing over time. Originally authored in 1999 by U.
Wilensky,
NetLogo is in continuous development at the Center for
Connected
Learning and Computer-Based Modeling, Northwestern
University.
Project Implicit - Interactive Tests
Harvard University's Project Implicit blends basic research and
educational
outreach in a virtual laboratory where visitors can examine
their hidden
biases.
|