This page can be found at: http://commres.net/wiki/teaching_and_learning_design
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Readings
Aagaard, Jesper. (2016, to be printed). Breaking down barriers: The ambivalent nature of technologies in the classroom.
New Media & Society. doi: 10.1177/1461444816631505
Full Article URL
Bradford, Peter, Porciello, Margaret, Balkon, Nancy, Backus, Debra. (2007). The Blackboard Learning System: The Be All and End All in Educational Instruction?
Journal of Educational Technology Systems, 35(3), 301-314. doi: 10.2190/x137-x73l-5261-5656
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Chen, Baiyun, Sivo, Stephen, Seilhamer, Ryan, Sugar, Amy, Mao, Jin. (2013). User Acceptance of Mobile Technology: A Campus-Wide Implementation of Blackboard's Mobile™ Learn Application.
Journal of Educational Computing Research, 49(3), 327-343. doi: 10.2190/EC.49.3.c
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테크놀로지 수용모델에 관한 연구
아주대학교와 같은 케이스
Gant, Camilla, Hadley, Patrick D. (2014). Microblogging for Class: An Analysis of Affective, Cognitive, Personal Integrative, and Social Integrative Gratifications.
Journalism & Mass Communication Educator, 69(1), 17-32. doi: 10.1177/1077695813513768
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Karen Van, Gundy, Morton, Beth A., Liu, Hope Q., Kline, Jennifer. (2006). Effects of Web-Based Instruction on Math Anxiety, the Sense of Mastery, and Global Self-Esteem: A Quasi-Experimental Study of Undergraduate Statistics Students.
Teaching Sociology, 34(4), 370-388. doi: 10.1177/0092055×0603400404
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Lee, Donna. (2003). New Technologies in the Politics Classroom: Using Internet Classrooms to Support Teaching and Learning.
Politics, 23(1), 66-73. doi: 10.1111/1467-9256.00181
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Malikowski, Steven R., Thompson, Merton E., Theis, John G. (2007). A Model for Research into Course Management Systems: Bridging Technology and Learning Theory.
Journal of Educational Computing Research, 36(2), 149-173. doi: 10.2190/1002-1t50-27g2-h3v7
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Rose, Lydia. (2015). Resistance is Futile: Cognitive dissonance, temporal refusal, and the e-learning environment as cyborg.
E-Learning and Digital Media, 12(3-4), 315-326. doi: 10.1177/2042753015571053
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Türkmen, Hakan, Pedersen, Jon E., McCarty, Robbie. (2007). Exploring Turkish Pre-Service Science Education Teachers' Understanding of Educational Technology and Use.
Research in Comparative and International Education, 2(2), 162-171. doi: 10.2304/rcie.2007.2.2.162
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Weatherly, Jeffrey N., Grabe, Mark, Arthur, Emily I. L. (2003). Providing Introductory Psychology Students Access to Lecture Slides via Blackboard 5: A Negative Impact on Performance.
Journal of Educational Technology Systems, 31(4), 463-474. doi: 10.2190/krw7-qhfy-ay3m-ffjc
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education technology + wiki + collaboration + evaluation in SAGE pub
Greenhow, Christine, Robelia, Beth, Hughes, Joan E. (2009). Learning, Teaching, and Scholarship in a Digital Age: Web 2.0 and Classroom Research: What Path Should We Take Now?
Educational Researcher, 38(4), 246-259. doi: 10.3102/0013189×09336671
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Khan, Gohar Feroz, Swar, Bobby, Lee, Sang Kon. (2014). Social Media Risks and Benefits: A Public Sector Perspective.
Social Science Computer Review, 32(5), 606-627. doi: 10.1177/0894439314524701
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Reynolds, Rebecca B. (2016).
Relationships among tasks, collaborative inquiry processes, inquiry resolutions, and knowledge outcomes in adolescents during guided discovery-based game design in school. Journal of Information Science, 42(1), 35-58. doi: 10.1177/0165551515614537
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Young, Susan, Pérez, Jèssica. (2012).
‘We-research’: Adopting a wiki to support the processes of collaborative research among a team of international researchers.
International Journal of Music Education, 30(1), 3-17. doi: 10.1177/0255761411410144
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Byington, Teresa A. (2011).
Communities of Practice: Using Blogs to Increase Collaboration.
Intervention in School and Clinic, 46(5), 280-291. doi: 10.1177/1053451210395384
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Carr, Rodney, Palmer, Stuart, Hagel, Pauline. (2015). Active learning: The importance of developing a comprehensive measure.
Active Learning in Higher Education, 16(3), 173-186. doi: 10.1177/1469787415589529
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Demirbilek, Muhammet. (2015).
Social media and peer feedback: What do students really think about using Wiki and Facebook as platforms for peer feedback?
Active Learning in Higher Education, 16(3), 211-224. doi: 10.1177/1469787415589530
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Gruzd, Anatoliy, Haythornthwaite, Caroline, Paulin, Drew, Gilbert, Sarah, del Valle, Marc Esteve. (2016).
Uses and Gratifications factors for social media use in teaching: Instructors’ perspectives.
New Media & Society. doi: 10.1177/1461444816662933
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Klemke, Roland, van Rosmalen, Peter, Ternier, Stefaan, Westera, Wim. (2015). Keep It Simple: Lowering the Barrier for Authoring Serious Games.
Simulation & Gaming, 46(1), 40-67. doi: 10.1177/1046878115591249
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Mifsud, Charles L., Vella, Rosalind, Camilleri, Liberato. (2013). Attitudes towards and Effects of the Use of Video Games in Classroom Learning with Specific Reference to Literacy Attainment.
Research in Education, 90(1), 32-52. doi: 10.7227/rie.90.1.3
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Muñoz, Caroline Lego, Wood, Natalie T. (2015). Update Status: The State of Social Media Marketing Curriculum.
Journal of Marketing Education, 37(2), 88-103. doi: 10.1177/0273475315586596
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Netzley, Michael A., Rath, Akanksha. (2012). Social Networks and the Desire to Save Face: A Case From Singapore.
Business Communication Quarterly, 75(1), 96-107. doi: 10.1177/1080569911433434
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Voithofer, Rick. (2005). Designing New Media Education Research: The Materiality of Data, Representation, and Dissemination.
Educational Researcher, 34(9), 3-14. doi: 10.3102/0013189×034009003
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Zagal, José P., Bruckman, Amy. (2010). Designing Online Environments for Expert/Novice Collaboration: Wikis to Support Legitimate Peripheral Participation.
Convergence: The International Journal of Research into New Media Technologies, 16(4), 451-470. doi: 10.1177/1354856510375141
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