Bibliography

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C
Collins, Allan, and Richard Halverson. Rethinking Education in the Age of Technology: The Digital Revolution and Schooling in America In Technology, Education--Connections (TEC) Series. New York: Teachers College Press, 2009.
Cook, Daniel. "The Missing Child in Consumption Theory." Journal of Consumer Culture 8, no. 2 (2008).
Cook, Sherry J., Stephen R. Parker, and Charles E. Pettijohn. The Public Library: An Early Teen's Perspective In Public Libraries. Vol. 44., 2005.
Corsaro, William. The Sociology of Childhood. Second Edition. Thousand Oaks: Pine Forge Press, 2005.
Czarnecki, Kelly. "The Real and the Virtual: Intersecting Communities at the Library." Multimedia and Internet @ Schools 15, no. 3 (2008): 10-13.
D
David, Jane, and Larry Cuban. Cutting Through the Hype: A Taxpayer's Guide to School Reforms. Education Week Press, 2006.
Davidson, Cathy N., and David Theo Goldberg. The Future of Learning Institutions in a Digital Age In The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning. Cambridge: MIT Press, 2009.
De Souza e Silva, Adriana. "A Case Study of the First Location-Based Mobile Game in Brazil." IEEE Technology and Society Magazine Spring 2008 (2008): 18-28.
DeVoss, Dànielle Nicole, Elyse Eidman-Aadahl, and Troy Hicks. Because Digital Writing Matters. National Writing Project, 2010.
Dresang, Eliza T., and Kyungwon Koh. "Radical Change Theory, Youth Information Behavior, and School Libraries." Library Trends 58, no. 1 (2009): 26-50.
Druin, Allison. Mobile Technology for Children: Designing for Interaction and Learning In Morgan Kaufmann Series in Interactive Technologies. Boston: Morgan Kaufmann, 2009.
Duarte, Nancy. Resonate: Present Visual Stories that Transform Audiences. Wiley & Sons, 2010.
E
Edutopia. The Digital Generation Project Final Report: Narrative. Edutopia, 2009.
Erstad, Ola, Øystein Gilje, Julian Sefton-Green, and Kristin Vasbø. "Exploring ‘learning lives’: community, identity, literacy and meaning." Literacy 43, no. 2 (2009): 100-106.
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Facer, K., and R. Sandford. "The next 25 years?: future scenarios and future directions for education and technology." Journal of Computer Assisted Learning 26, no. 1 (2010): 74-93.
Facer, Keri, John Furlong, Ruth Furlong, and Rosamund Sutherland. ScreenPlay: Children and Computing in the Home. London, UK: RoutledgeFalmer, 2003.
Facer, Keri, and Ruth Furlong. "Beyond the Myth of the 'Cyberkid': Young People at the Margins of the Information Revolution." Journal of Youth Studies 4, no. 4 (2001).
Falk, John H., and Lynn D. Dierking. "The 95 Percent Solution." American Scientist 98, no. 6 (2010).
Farrer, James. "China's Women Sex Bloggers and Dialogic Sexual Politics on the Chinese Internet." China Aktuell: A Journal of Contemporary China 36, no. 4 (2007).
Fotenos, Saori, and Deepti Rohatgi. "Amplifying Youth Voices in the Developing World." New Directions for Youth Development 116 (2007).
Fragoso, Suely, Gustavo Fischer, Ana Lucia da Silva, and Henrique Freitas. "Learning to Research in Second Life: 3D MUVEs as meta-research fields." International Journal of Education and Development using ICT 4, no. 2 (2008).
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Gee, James Paul, and Elisabeth Hayes. Women and Gaming: The Sims and 21st Century Learning. Palgrave Macmillan, 2010.
Gee, James Paul, and Elisabeth R. Hayes. Language and Learning in the Digital Age. Routledge, 2011.
Gee, James Paul. What Video Games Have to Teach Us About Learning and Literacy. New York, NY: Palgrave Macmillan, 2003.
Gibson, David, Clark Aldrich, and Marc Prensky. Game and Simulations in Online Learning. Idea Group inc., 2007.