Bøker (Pensum)
Linn, M. C. & Eylon, B.-S. (2011). Science learning and instruction. Taking advantage of technology to promote Knowledge Integration. Routledge: NY. Kapittel 1, 5 og 7-9 pensum
Selwyn, N., (2012), Education and Technology: Key Issues and Debates, Continuum International, London United Kingdom. Kapittel 2-7 er pensum
Artikler og bokkapitler (Pensum)
Ainsworth, S. (2006). DeFT: A conceptual framework for considering Learning with multiple representations, Learning and Instruction, Volume 16, Issue 3, Pages 183-198, ISSN 0959-4752, Tilgjengelig elektronisk
Benyon, D. (2010): Designing Interactive Systems. (2 ed.). Addson Wesley. Chapter 14, 17, 24, 25.
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
Kluge, A; og Dolonen, J. (2014) Algebra som spill. Tangenten: tidsskrift for matematikk i grunnskolen; Volum 25.(3) s. 23-30,44. Tilgjengelig elektronisk
Schaffer, D. W. (2008): "Education in the digital age". I: Digital kompetanse, 1. Side 39-51. (13 pages). Tilgjengelig elektronisk
Selwyn, N. (2009) The digital native – myth and reality. Aslib Proceedings, 61(4), pp.364 - 379 (15 pages). Tilgjengelig elektronisk
Anbefalt litteratur (Kursorisk pensum)
Wertsch, J. (1998). Mind as action. New York: Oxford University press.
Egeberg et al: Monitor skole 2013. Tilgjengelig elektronisk
Erstad, Ola (2010): Digital kompetanse i skolen - en innføring. 2. utgave. Oslo: Universitetsforlaget. Kapittel 3 og 5.
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Oppdatert mai 2017