This course is discontinued

Course literature

Bos, B., Wilder, L., Cook, M., & O’Donnell, R. (2014). Learning Mathematics through Minecraft. Teaching Children Mathematics 21(1), 56-59.

Bulu, S. T. (2012). Place presence, social presence, co-presence and satisfaction. Virtual Worlds. Computers & Education, 58(1), 154–161.

Cipollone, M., Schifter, C.C., & Moffat, R.A. (2014). Minecraft as a Creative Tool: A Case Study. International Journal of Game-Based Learning 4(2) (April-June 2014), 1-14.

Clark, D. B., Tanner-Smith, E. E., & Killingsworth, S. S. (2015). Digital Games, Design, and Learning: A Systematic Review and Meta-Analysis. Review of Educational Research. Vol. 86, Issue 1, 79 – 122.  

http://doi.org/10.3102/0034654315582065

Connolly, T. M., Boyle, E. A., Macarthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661–686.

http://doi.org/10.1016/j.compedu.2012.03.004

Dede, C. (2009). Immersive interfaces for engagement and learning. Science, 323(5910), 66–69.

Dolonen, J. A., & Kluge, A. (2015). Algebra Learning through Digital Gaming in School. In O. Lindwall, P. Häkkinen, T. Koschman, P. Tchounikine, & S. R. Ludvigsen (Eds.), Exploring the Material Conditions of Learning: The Computer Supported Collaborative Learning (CSCL). Vol. 1. International Society of the Learning Sciences. (pp. 252 – 260).

Kluge, A., & Bakken, S. M. (2010). Simulation as Science Discovery: Ways of Interactive Meaning-Making. Research and Practice of Technology Enhanced Learning, 5(3), 245- 273.

Kluge, A., & Dolonen, J. A. (2015). The good and the bad of a new math language. In H. Crompton & J. Traxler (Eds.), Mobile learning and mathematics: Foundations, design and case studies. (pp. 106–121). Florence, KY: Routledge.

Kozma, R. (2003). The material features of multiple representations and their cognitive and social affordances for science understanding. Learning and Instruction, 13(2), 205–226.

http://doi.org/http://dx.doi.org/10.1016/S0959-4752(02)00021-X

McElhaney, K. W., Chang, H.-Y., Chiu, J. L., & Linn, M. C. (2015). Evidence for effective uses of dynamic visualisations in science curriculum materials. Studies in Science Education, 51(1), 49–85.

http://doi.org/10.1080/03057267.2014.984506

Mørch, A. I., Caruso, V., Hartley, M. D., & Ludlow, B. L. (2017). Creating Contexts for Collaborative Learning in a 3D Virtual World for Distance Education. In Y. Qian (Ed.). Integrating Multi-User Virtual Environments in Modern Classrooms (pp. 137-164)Hershey, PA: IGI Global. 

http://www.uv.uio.no/iped/english/people/aca/andersm/artiklerogfoiler/creating-contexts-for-collaborative-learning-in-a-3d-virtual-world-for-distance-education.pdf 

Nebel, S., Schneider, S., & Rey, G.D. (2016). Mining Learning and Crafting Scientific Experiments: A Literature Review on the use of Minecraft in Education and Research. Educational Technology & Society 19(2), 355-366.

Parnafes, O., & DiSessa, A. (2004). Relations between Types of Reasoning and Computational Representations. International Journal of Computers for Mathematical Learning, 9(3), 251–280.

http://doi.org/10.1007/s10758-004-3794-7

Silseth, K. (2012). The multivoicedness of game play: Exploring the unfolding of a student’s learning trajectory in a gaming context at school. International Journal of Computer-Supported Collaborative Learning, 7(1), 63–84.

Smetana, L. K., & Bell, R. L. (2012). Computer Simulations to Support Science Instruction and Learning: A critical review of the literature. International Journal of Science Education, 34(9), 1337–1370.

http://doi.org/10.1080/09500693.2011.605182

Young, M. F., Slota, S., Cutter, A. B., Jalette, G., Mullin, G., Lai, B., & Yukhymenko, M. (2012). Our Princess Is in Another Castle. Review of Educational Research, 82(1), 61–89.

http://doi.org/10.3102/003465431243698

Published Dec. 5, 2017 3:12 PM - Last modified Feb. 21, 2018 6:02 PM