Syllabus

Benyon, D. (2010): Designing Interactive Systems. (2 ed.). Addson Wesley. Chapter 17, 24, 25. Tilgjengelig elektronisk.

 

Erstad, O. (2013). Digital learning lives: trajectories, literacies, and schooling. New York: Peter Lang. Chapter 4.

 

Gee, J. P. (2004). Learning by design: Games as learning machines. Interactive Educational Multimedia(8), 15-23. Tilgjengelig elektronisk.

 

Gros, B. (2007). Digital Games in Education: The Design of game-based learning. Journal of Research on Technology in Education, 40(1), 23-38. Tilgjengelig elektronisk.

 

Kluge, A.: Interaction Design and Science Discovery Learning in the Future Classroom. Nordic Journal of Digital Literacy 03/2011 (Side 157-172). Tilgjengelig elektronisk.

 

Linn, M. C. & Eylon, B.-S. (2011). Science learning and instruction. Taking advantage of technology to promote Knowledge Integration. Routledge: NY.
Chapter 1, 5 og 7-9.

 

Nokelainen, P. (2006). An empirical assessment of pedagogical usability criteria for digital learning material with elementary
school students. Educational Technology & Society, 9 (2), 178-197. Tilgjengelig elektronisk.

 

Schaffer, D. W. (2008): "Education in the digital age". I: Digital kompetanse, 1. Side 39-51. (13 pages). Tilgjengelig elektronisk.

 

Selwyn, N., (2012), Education and Technology: Key Issues and Debates, Continuum International, London United Kingdom. Chapter 2-7.

 

Švelch, J. (2010). The Good, The Bad, and The Player: The Challenges to Moral Engagement in Single-Player Avatar-Based Video Games. In K. Schrier & D. Gibson (Eds.), Ethics and Game Design: Teaching Values through Play: IGI Global. 52-68. Tilgjengelig elektronisk.

 

Total number of pages:

 


The contents of this page are subject to change due to unforseen errors and/or omissions. All changes will be posted on the semester page.


 

Updated December 2014

Published Nov. 14, 2014 3:30 PM - Last modified Feb. 12, 2015 1:45 PM