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D.M. Oppenheimer, “The Pen Is Mightier Than the Keyboard: Advantages of Longhand over Laptop Note Taking,” Psychological Science (2014).

26. Lenhart et al., Teens, Social Media & Technology Overview 2015.

27. B. Plester and C. Wood, “Exploring Relationships Between Traditional and New Media Literacies: British Preteen Texters at School,” Journal of Computer-Mediated Communication 14 (2009).

28. B. Sparrow, J. Liu, and D.M. Wegner, “Google Effects on Memory: Cognitive Consequences of Having Information at Our Fingertips,” Science 333 (2011).

Глава 8

1. John Deasy, “Annual Address of LAUSD Superintendent to Adminstrators,” Los Angeles, 2012.

2. Partnership for 21st Century Skills, 21st Century Student Outcomes (Washington DC: Partnership for 21st Century Skills, 2009).

3. L. Cuban, Oversold and Underused (Cambridge, MA: Harvard University Press, 2001).

4. Jacquelyn Smith, “The Top Jobs for 2014,” Forbes, December 12, 2013, http://www.forbes.com/sites/jacquelynsmith/2013/12/12/the-top-jobs -for-2014/.

5. M.Richtel,”InClassroomofFuture,StagnantScores,” NewYorkTimes,September 3, 2011, http://www.nytimes.com/2011/09/04/technology/technology -in-schools-faces-questions-on-value.html?pagewanted=all&_r=0.

6. D.L. Silverall and MLTI Research and Evaluation Team, A Middle School One-to-One Laptop Program: The Maine Experience (University of Southern Maine: Maine Education Policy Research Institute, 2011).

7. “One Laptop Per Child Mission,” Non-Profit, Laptop.org, 2015, http:// one.laptop.org/about/mission.

8. J.P. Cristia et al., Technology and Child Development: Evidence from the One Laptop per Child Program (Institute for the Study of Labor, 2012).

9. Cuban, Oversold and Underused.

10. SRI International, Blended Learning Report (Michael and Susan Dell Foundation, May 2014).

11. B. McCoy, “Digital Distractions in the Classroom: Student Classroom Use of Digital Devices forNon-Class Related Purposes,” DigitalCommons@University of Nebraska—Lincoln 71 (2013).

12. T. Karsenti and A. Fievez, The iPadin Education: Uses, Benefits, and Challenges— A Survey of 6,057 Students and 302 Teachers in Quebec, Canada (Montreal, Canada: CRIFPE, 2013).

13. Ibid.

14. D.E. Clayson and D.A. Haley, “An Introduction to Multitasking and Tex- ting: Prevalence and Impact on Grades and GPA in a Marketing Class,” Journal of Marketing Education (2012).

15. R.H. Kay and A. LeSage, “Examining the Benefits and Challenges of Using Audience Response Systems: A Review of the Literature,” Computers in Education 53 (2009).

16. E. Kaasens-Noor, “Twitter as a Teaching Practice to Enhance Active and Informal Learning in Higher Education: The Case of Sustainable Tweets,” Active Learning in Higher Education 13 (2012).

17. Clay Shirky, “Why I Just Asked My Students to Put Their Laptops Away,” Medium.com, 2014, https://medium.com/@cshirky/why-i-just-asked-my -students-to-put-their-laptops-away-7f5f7c50f368.

18. S. Higgins, Z. Xiao, and M. Katsipataki, The Impact of Digital Technology on Learning: A Summary for the Education Endowment Foundation (Durham, England: Durham University, Education Endowment Foundation, 2012).

19. T.M. Philip and A. Garcia, “The Importance of Still Teaching the iGenera- tion: New Technologies and the Centrality of Pedagogy,” Harvard Educational Review 83 (2013).

20. S. Jeong, H. Cho, and Y. Hwang, “Media Literacy Interventions: A Meta- Analytic Review,” Journal of Communications 62 (2012).

21. Cuban, Oversold and Underused.

22. Silverall and MLTI Research and Evaluation Team, A Middle School One-to-One Laptop Program: The Maine Experience.

23. Philip and Garcia, “The Importance of Still Teaching the iGeneration: New Technologies and the Centrality of Pedagogy.”

24. Melgosa and R. Scott, “School Internet Safety: More than ‘Block It to Stop It,’ “ Journal of Adventist Education (2013).

Глава 9

1. Jane McGonigal: Gaming Can Make a Better World, Ted2010, 2010.

2. A. Lenhart et al., Teens, Video Games and Civics, Pew Internet and American Life Project (Pew Research Center, 2008).

3. Entertainment Software Association, Essential Facts About the Computer and Video Game Industry.

4. Parenting in the Age of Digital Technology: A National Survey.

5. K. Subrahmanyam and P.M. Greenfeld, “Effect of Video Game Practice on Spatial Skills in Girls and Boys,” Journal of Applied Developmental Psychology 15 (1994): 13-32.

6. Y. Cheng and K.S. Mix, “Spatial Training Improves Children’s Mathematics Ability,” Cognition and Development (2013).

7. D.H. Uttal et al., “The Malleability of Spatial Skills: A Meta-Analysis of Training Studies,” Psychological Bulletin (2013).

8. A. Eichenbaum, D. Bavelier, and C.S Green, “Video Games: Play That Can Do Some Serious Good,” American Journal of Play 7 (2014): 50.

9. I. Granic, A. Lobel, and R.C.M Engeles, “The Benefits of Playing Video Games,” American Psychologist (2013).

10. M.W.G. Dye, C.S. Green, and D. Bavelier, “Increasing Speed of Processing with Action Video Games,” Current Directions in Psychological Science 18 (2009): 321-26.

11. D. Giannotti et al., “Play to Become a Surgeon: Impact of Nintendo Wii Training on Laparoscopic Skills,” PLOS One 8 (2013).

12. T. Stroback, P.A. Frensch, and T. Schubert, “Video Game Practice Optimizes Executive Control Skills in Dual-Task and Task Switching Paradigms,” Acta Psychologica 140 (2012).

13. Cheryl Olson, “What the Tech,” Rape Treatment Foundation, 2012.

14. W.D. Gunter and K. Daly, “Causal or Spurious: Using Propensity Score Matching to Detangle the Relationship Between Violent Video Games and Violent Behavior,” Computers in Human Behavior 28 (2012).

15. M. Griffiths, “The Therapeutic Use of Videogames in Childhood and Adolescence,” Clinical Child Psychology and Psychiatry 8 (2003).

16. Entertainment Software Association, Essential Facts About the Computer and Video Game Industry.

17. Ibid.

18. C.A. Anderson et al., “Violent Video Game Effects on Aggression, Empathy, and Pro-Social Behavior in Eastern and Western Countries: A Meta- Analytic Review,” Psychological Bulletin 136 (2010): 151-73.

19. C.J. Ferguson and J. Kilburn, “The Public Health Risks of Media Violence: A Meta-Analytic Review,” The Journal of Pediatrics (2009), 759-63.

20. Gunter and Daly, “Causal or Spurious: Using Propensity Score Matching to Detangle the Relationship Between Violent Video Games and Violent Behavior.”

21. Comment on “Your Child’s Brain on Technology: Video Games” at Great- schools.org, May 7, 2014, http://www.greatschools.org/technology/7936 -child-brain-development-and-video-games.gs.

22. M.S. Terlecki and N.S. Newcombe, “How Important Is the Digital Divide? The Relation of Computer and Videogame Usage to Gender Differences in Mental Rotation Ability,” Sex Roles 53 (2005).

23. Subrahmanyam and Greenfeld, “Effect of Video Game Practice on Spatial Skills in Girls and Boys.”

24. Steve Henn, “What Happened to Women in Computer Science?,” NPR, October 21, 2014, http://www.npr.org/blogs/money/2014/10/21/357629765/ when-women-stopped-coding.

25. J. Feng, I. Spence, and J. Pratt, “Playing an Action Video Game Reduces Gender Differences in Spatial Cognition,” Psychological Science, (2007).

Эпилог

1. AVG, “Digital Birth: Welcome to the

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