The Next-Generation Learner
Robert 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 Unpublished report.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