Syllabus/achievement requirements

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)

 

Brantdtz?g, P.B., Heim, J., & Karahasanovic, A. (2011). Understanding the new digital devide – A typology of Internet users in Europe. International Journal of Human-Computer Studies, 69(3), 123-138. (16 pages). Electronically available here

 

Erstad, O, Sefton-Green, J. & Nixon, H. (2009): Reviewing approaches and perspectives on 'Digital literacy'. Pedagogies. An International Journal. 4(2), pp. 107- 125. Buckingham, D. (2007). Beyond technology. Children’s learning in the age of digital culture. Cambridge: Polity Press. (19 pages). Electronically available here

 

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). Electronically available here

 

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) Electronically available here

 

 

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). Electronically available here

 

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). Electronically available here

 

S?lj?, 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). Electronically available here

 

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

 

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

 

Total number of pages 628

Antall studenter 40

 

 

Recommended additional reading:

?velch, 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. Electronically available here

 

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

 

 


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 2013

 

Published Dec. 4, 2013 1:09 PM - Last modified Dec. 4, 2013 1:09 PM