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Handbook of Research on K-12 Online and Blended Learning
Richard E. Ferdig, Kathryn Kennedy, et al. 2014

The Handbook of Research on K-12 Online and Blended Learning is an edited collection of chapters that sets out to present the current state of research in K-12 online and blended learning. The beginning chapters lay the groundwork of the historical, international, and political landscape as well as present the scope of research methodologies used. Subsequent sections share a synthesis of theoretical and empirical work describing where we have been, what we currently know, and where we hope to go with research in the areas of learning and learners, content domains, teaching, the role of the other, and technological innovations.

This volume attempts to synthesize existing research; in doing so, it will act as an important resource for those interested in this topic. However, there are always new studies, concepts, and domains within K-12 online and blended learning. Therefore, we ask readers to think of this work not as a completed product but rather a flowing conversation. Each section includes potential new areas for growth in understanding practice, policy, and research. We encourage authors to contact us at handbookresearch (at) gmail (dot) com to propose missing research studies for certain chapters or for proposals on new chapters for future volumes. We look forward to hearing from readers and continuing this important conversation regarding K-12 online and blended learning research.

This work is licensed under a Creative Commons Attribution-NonCommercial-No Derivative Works 2.5 License

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Learning, Education and Games. Volume One: Curricular and Design Considerations
Karen Schrier, et al. 2014

This book is perfect for any educator or designer seeking an introduction to research-driven best practices for using and designing games for learning. This book provides the latest research and techniques for designing games for a variety of curricular needs--including STEM, literacy learning, history education, music, and computational, ethical, and critical thinking. The book also delves into specific design issues, such as aligning goals, designing for an audience, playtesting, and assessment. Each chapter provides an overview of the relevant frameworks and research findings, as well as practical case studies and useful resources. 

This book is the first in a series written and edited by members of the Learning, Education, and Games (LEG) special interest group of the IGDA (International Game Developers Association). 

This work is licensed under a Creative Commons Attribution-NonCommercial-No Derivative Works 2.5 License

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Meet Me at the Fair: A World's Fair Reader
Laura Hollengreen, Celia Pearce, Rebecca Rouse, Bobby Schweizer, et al. 2014

Together with the Olympics, world’s fairs are one of the few regular international events of sufficient scale to showcase a spectrum of sights, wonders, learning opportunities, technological advances, and new (or renewed) urban districts, and to present them all to a mass audience. Meet Me at the Fair: A World’s Fair Reader breaks new ground in scholarship on world’s fairs by incorporating a number of short new texts that investigate world’s fairs in their multiple aspects: political, urban/architectural, anthropological/ sociological, technological, commercial, popular, and representational. Contributors come from eight different countries and represent affiliations in academia, museums and libraries, professional and architectural firms, non-profit organizations, and government regulatory agencies. In taking the measure of both the material artifacts and the larger cultural production of world’s fairs, the volume presents its own phantasmagoria of disciplinary perspectives, historical periods, geographical locales, media, and messages, mirroring the microcosmic form of the world’s fair itself.

This work is licensed under a Creative Commons Attribution-NonCommercial-No Derivative Works 2.5 License

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Dungeons & Dreamers
A Story of How Computer Games Created a Global Community (2nd Edition)
Brad King and John Borland 2014

In 1974, Gary Gygax and Dave Arneson published the tabletop game Dungeons & Dragons, a fantasy role-playing game. Through the next 40 years, computer game developers used these fantasy worlds as archetypes for the budding virtual game worlds These games would become as varied as books in a library, but the essence of each was built upon community. People gathered and played...together. Dungeons & Dreamers: A story of how computer games created a global community follows the designers, developers, and players who built the virtual games and communities that define today's digital entertainment landscape and explores the nature of what it means to live and thrive in virtual communities.

This work is licensed under a Creative Commons Attribution-NonCommercial-No Derivative Works 2.5 License

Purchase from AMAZON and in any digital format from SMASHWORDS
(Use the coupon code DG23F and pay only $2.00).

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Nonverbal Communication in Virtual Worlds
Joshua Tanenbaum, Magy Seif El-Nasr, Michael Nixon et al. 2014

Over the last 20 years there has been an expansion of network mediated social activities, and an accompanying explosion of research interest into the poetics of networked communication. Of particular interest is the rise of what have come to be known as “virtual worlds”: persistent graphical environments populated (and often partially authored) by large communities of individual users. Interactors in these worlds are embodied as avatars: digital puppets or representations through which the user exerts his or her will on the environment. It is this virtual embodiment that makes today’s virtual worlds so interesting. With virtual embodiment comes a host of new and important communicative possibilities, and an assortment of new challenges and literacies including a wide range of nonverbal communication behaviors and non-linguistic social signaling options.

In this book, we begin the work of articulating the challenges and possibilities for non-verbal communication in virtual worlds. Drawing on a wide range of disciplines and perspectives, we consider the past, present, and future of human communication online.

This work is licensed under a Creative Commons Attribution-NonCommercial-No Derivative Works 2.5 License

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A Playful Path
Bernard De Koven 2014

A Playful Path, the new book by games guru and fun theorist Bernard De Koven, serves as a collection of ideas and tools to help us bring our playfulness back into the open. When we find ourselves forgetting the life of the game or the game of life, the joy of form or the content, the play of brain or mind, body or spirit, this book can help us return to that which our soul is heir.

"A playful path is the shortest road to happiness." ­‐ the Oaqui

This work is licensed under a Creative Commons Attribution-NonCommercial-No Derivative Works 2.5 License

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