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BibliographyThe Next-Generation LearnerBibliographyRobert Beichner and Jeffery Saul. 2003. Introduction to the SCALE-UP (Student-Centered Activities for Large Enrollment Undergraduate Programs) Project. http://www.ncsu.edu/per/Articles/Varenna_SCALEUP_Paper.pdf. Charles Dzuiban. 2004. Personal communication. Peter Grunwald. September 23-24, 2003. Key technology trends: Excepts from new survey research findings. Exploring the Digital Generation. Educational Technology, US Department of Education. Neil Howe & William Strauss. Millennials Rising. 2000. Vintage Books. Steve Jones. 2002. The Internet Goes to College: How students are living in the future with today’s technology. http://www.pewinternet.org/reports/toc.asp?Report=71 Steve Jones. (2003). Let the games begin: Gaming technology and entertainment among college students. Retrieved July 8, 2003 from, http://www.pewinternet.org/reports/toc.asp?Report=93 Kaiser Family Foundation. 2003. New Study Finds Children Age Zero to Six Spend As Much Time With TV, Computers and Video Games As Playing Outside. http://www.kff.org/entmedia/entmedia102803nr.cfm George D. Kuh, Katie Branch Douglas, Jon P. Lund and Jackie Gamin-Gyurnek. 1994. Student Learning Outside the Classroom. ASHE-ERIC Higher Education Report No. 8. Washington, DC. The George Washington University, School of Education and Human Development. Amanda Lenhart, Maya Simon, Mike Graziano. September 2001. The Internet and Education: Findings of the Pew Internet and American Life Project. http://www.pewinternet.org/ Lextant Group. 2003. Always On. Unpublished report. Richard Light. 2001. Making the Most of College. Harvard University Press. Susan Metros. 2003. Engaging or Enraging? Sharing Learning Objects. http://www.educause.edu/LibraryDetailPage/666?ID=LIVE034 National Center for Education Statistics (NCES). 2002. The Condition of Education 2002. http://nces.ed.gov/pubsearch/pubsinfo.asp?puid=200225 National Center for Education Statistics (NCES). August 2002. Teaching Undergraduates in U.S. Postsecondary Institutions: Fall 1998. http://nces.ed.gov/pubs2002/2002209.pdf Marc Prensky. 2003. Digital Game Based Learning. Arthur Sanderson. 2004. Personal communication; NSF IIS-0329837. Tammy Savage. 2003. Personal communication. Kurt Squire & Klopfer reference is personal communication. For a useful article see Kurt Squire and Henry Jenkins. 2003. Harnessing the Power of Games in Education. The manuscript should be published soon. Page Last Updated: Friday, August 27, 2004
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