How Youth Construct Learning Trajectories in the Digital Age?
暂无分享,去创建一个
[1] Evan McClintock,et al. A Developing Approach to Studying Students’ Learning through Their Mathematical Activity , 2010 .
[2] Crystle Martin,et al. A Cross Case Analysis of Two Out-of-School Programs Based on Virtual Worlds , 2012, Int. J. Gaming Comput. Mediat. Simulations.
[3] Bernardo de la Trinidad. [Motivation in education. I]. , 1966, ANEC.
[4] T. Lilly,et al. The Anti-Education Era: Creating Smarter Students Through Digital Learning , 2013 .
[5] Julian Sefton-Green,et al. Learning at Not-School: A Review of Study, Theory, and Advocacy for Education in Non-Formal Settings , 2012 .
[6] George Siemens. Connectivism: A Learning Theory for the Digital Age , 2004 .
[7] Kris D. Gutiérrez,et al. Connected Learning: An Agenda for Research and Design , 2013 .
[8] Mizuko Ito,et al. Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media , 2009 .
[9] Constance Steinkuehler,et al. Why Game (Culture) Studies Now? , 2006, Games Cult..
[10] Katie Salen,et al. Quest to Learn: Developing the School for Digital Kids , 2010 .
[11] Martin A. Simon. Reconstructing Mathematics Pedagogy from a Constructivist Perspective. , 1995 .
[12] B. Glaser. Doing grounded theory : issues and discussions , 1998 .
[13] Yuha Jung. A New Culture of Learning: Cultivating the Imagination for a World of Constant Change , 2015 .