Pensum/læringskrav

Arnseth, H. C. & O. E. Hatlevik (2010): Challenges in aligning pedagogical practices and pupils` competencies with the information society`s demands: The case of Norway. In S. Mukerji & P. Tripathi (Eds.), Cases on Interactive Technology Environments and Transnational Collaboration: Concerns and Perspectives. Hershey Pennsylvania: IGI Global. 16 pages.

 

Benyon, D. (2010): Designing Interactive Systems. (2 ed.). Addson Wesley. Chapter 1: (17 pages).

 

Bereiter, C. & Scardamalia, M. (2006): Knowledge Building. Theory, Pedagogy, and Technology. I R. K. Sawyer (Ed.), The Cambridge handbook of the learning sciences. New York: Cambridge University Press. (18 pages)

 

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

 

Furberg A. & Ludvigsen S.R. (2008) Students’ meaning-making is socio-scientific issues in computer mediated settings: exploring learning through interaction trajectories. International Journal of Science Education 30, 1775-1799. (25 pages). Online version.

 

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

 

Gredler, M. E. (2004): Games and simulations and their relationship to learning. In D. H. Jonassen (Ed.), Handbook of research on educational communications and technology (pp. 571-582). Mahwah, NJ: Erlbaum. (12 pages) Online version.

 

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

 

Koschmann, T.: Paradigm Shifts and Instructional Technology. An Introduction, 1996. New Jersey: Lawrence Erlbaum Associates Publishers. I Koschmann, T. (1996): CSCL: Theory and Practice of emerging paradigm, s. 1-25 (25 pages). Online version.

 

Linn, M. C. & Eylon, B.-S.(2011). Science learning and instruction. Taking advantage of technology to promote Knowledge Integration. Routledge: NY. (360 pages)

 

Neil Selwyn, (2009) The digital native – myth and reality. Aslib Proceedings, 61(4), pp.364 - 379 (15 pages). Online version.

 

Säljö, R. (2010). Digital tools and challenges to institutional traditions of learning: technologies, social memory and the performative nature of learning. Journal of computer assisted learning, 26(1), pp. 53-64. (11 pages). Online version.

 

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.

 

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

 

Wertsch, J. (1998). Mind as action. New York: Oxford University press. pp. 1-72. (72 pages)

 

Total number of pages

 

Approx. 40 students

 

 


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.


 

 

Publisert 8. apr. 2014 16:20 - Sist endret 9. juli 2014 14:45