Module 5
References and Additional Resources

 

Digital Copyright
 

Bruwelheide, J.H. (1999). "TEACH Act Highlights and Resources,"
    National Education Association, Higher Education
.

DePaul University's Copyright Policy
    The digital audio/video copyright policy is under VII: Procedures.

Fair Use Guidelines For Educational Multimedia
    The University of Texas System.

Posting Copyrighted Materials Online
    Knowledge Base, Information Technology Services, Indiana University.

The TEACH Act (2002)
    Title 17, Chapter1, Section 110 of the US Copyright Law. Law School,
    Cornell University.

The TEACH Toolkit
    Checklists and other resources for understanding copyright and
    distance education. North Carolina State University.

TEACH Act Resources
    American Library Association.

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.