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New Release: Handbook of Research on K-12 Online and Blending Learning (Second Edition)

The ETC Press is proud to announce the release the Handbook of Research on K-12 Online and Blended Learning (Second Edition) edited by Kathryn Kennedy & Richard E. Ferdig.

The book is an edited collection of chapters that set out to present the current state of research in K-12 online and blended learning.  The chapters describe where we have been, what we currently know, and where we hope to go with research in multiple areas.

You can find the First Edition here.

About Carnegie Mellon University’s ETC Press

ETC Press is a publishing imprint with a twist. We publish books, but we’re also interested in the participatory future of content creation across multiple media. We are an academic, open source, multimedia, publishing imprint affiliated with the Entertainment Technology Center (ETC) at Carnegie Mellon University (CMU) and in partnership with Lulu.com.

ETC Press publications will focus on issues revolving around entertainment technologies as they are applied across a variety of fields. Authors publishing with ETC Press retain ownership of their intellectual property. ETC Press publishes a version of the text with author permission and ETC Press publications will be released under Creative Commons licenses. Every text is available for free download, and we price our titles as inexpensively as possible because we want people to have access to them. We’re most interested in the sharing and spreading of ideas.

About CMU’s Entertainment Technology Center

The ETC is the premier professional graduate program for interactive entertainment as it’s applied across a variety of fields. Our unique, two-year, Master of Entertainment Technology (MET) degree is jointly conferred by Carnegie Mellon University’s School of Computer Science and the College of Fine Arts.

The ETC was founded in 1998 with Randy Pausch and Don Marinelli as the co-directors. The faculty and staff worked together to articulate our academic mission which focuses on educational goals and creative development. And we also created an R&D Agenda exploring transformational games, innovation by design and interactive storytelling. Throughout, we work to prepare students to graduate as creative professionals.