TEMA 6.7. Referencias de módulo

 Libros:

Adnan, M. and Anwar, K., (2020). Online Learning amid the COVID-19 Pandemic: Students’ Perspectives. Online Submission2(1), pp.45-51.

Alexander, B. et al (2019). EDUCAUSE Horizon Report: 2019 Higher Education Edition. Retrieved from: https://library.educause.edu/-/media/files/library/2019/4/2019horizonreport.pdf?

Berendt,B., Littlejohn, A. & Blakemore, M. (2020). AI in education: learner choice and fundamental rights, Learning, Media and Technology, 45:3, 312-324.

Bezovski, Z. and Poorani, S. (2016). The evolution of e-learning and new trends. Information and Knowledge Management . Vol. 6, No. 3, pp. 50-57. IISTE.

Bockelman, P. and Lingum, D. (2017). July. Factors of cybersickness. In International Conference on Human-Computer Interaction, pp. 3-8,  Springer, Cham.

Bonner, E. and Reinders, H. (2018). Augmented and virtual reality in the language classroom: Practical ideas. Teaching English with Technology18(3), pp.33-53.

Brull, S. and Finlayson, S. (2016). Importance of gamification in increasing learning. The Journal of Continuing Education in Nursing, 47(8), pp.372-375.

Cartelli, A. and Cartelli, A. (2012). Current trends and future practices for digital literacy and competence (Vol. 280). Hershey, PH: IGI Global.

Chesser, H. (2012). Can Technology Replace Teachers. Serving and Accrediting Independent Schools, pp.1-2.

Dabbagh, N., & Bannan-Ritland, B. (2005). Online learning: Concepts, strategies, and application. Upper Saddle River, NJ: Prentice Hall.

Faiella, F. & Ricciardi, M. (2015). Gamification and learning: a review of issues and research. Journal of e-Learning and Knowledge Society, 11(3).

De Freitas, S., Rebolledo‐Mendez, G., Liarokapis, F., Magoulas, G. and Poulovassilis, A., (2010). Learning as immersive experiences: Using the four‐dimensional framework for designing and evaluating immersive learning experiences in a virtual world. British Journal of Educational Technology41(1), pp.69-85.

Dengel, A. and Mägdefrau, J. (2018). Immersive learning explored: subjective and objective factors influencing learning outcomes in immersive educational virtual environments. In 2018 IEEE International Conference on Teaching, Assessment, and Learning for Engineering (TALE), pp. 608-615, IEEE.

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining “gamification”. In A. Lugmayr (Ed.), Proceedings of the 15th International Academic Mindtrek Conference: Envisioning Future Media Environments, pp.9–15, New York: ACM. https://doi.org/10.1145/2181037.2181040.

Dichev, C., and Dicheva, D. (2017). Gamifying education: what is known, what is believed and what remains uncertain: a critical review. International Journal of Educational Technology in Higher Education, 14(9), 1–36. https://doi.org/10.1186/s41239-017-0042-5.

Francis, N. and Santhakumar, A.B. (2020). Current Trends in Digital Learning and Innovation. In Theoretical and Practical Approaches to Innovation in Higher Education, pp. 1-16. IGI Global.

Gadelha, R. (2018). Revolutionizing Education: The promise of virtual reality. Childhood Education94(1), pp.40-43.

Hamari J., Koivisto J., Sarsa H. (2014), Does Gamification Work? – A Literature Review of Empirical Studies on Gamification. 47th Hawaii International Conference on System Science, pp. 3025-3034.

Hu-Au, E. and Lee, J.J. (2017). Virtual reality in education: a tool for learning in the experience age. International Journal of Innovation in Education4(4), pp.215-226. 

Kapp, K.M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons.

Kingsley, T.L. and Grabner‐Hagen, M.M. (2015). Gamification: Questing to Integrate Content Knowledge, Literacy, and 21st‐Century Learning. Journal of adolescent & adult literacy59(1), pp.51-61.

Liou, H.H., Yang, S.J., Chen, S.Y. and Tarng, W.(2017). The influences of the 2D image-based augmented reality and virtual reality on student learning. Journal of Educational Technology & Society20(3), pp.110-121.

Sadeghi, M. (2019). A shift from classroom to distance learning: Advantages and limitations. International Journal of Research in English Education4(1), pp.80-88.

Selwyn, N. (2019). What’s the Problem with Learning Analytics?. Journal of Learning Analytics6(3), pp.11-19.

Soraya, D.U., Kirana, K.C., Wibawanto, S., Herwanto, H.W. and Kristanto, C.W. (2019). Non-Verbal Communication Behavior of Learners on Online-based Learning. In 2nd International Conference on Vocational Education and Training (ICOVET 2018). Atlantis Press.

Tosun, N. and Kurubacak, G. (2016). Learning Analytics In Open And Distance Education: Advantages And Disadvantages. Educational Policy and Research, p.315-320.

Vincent-Lancrin, S. and Van der Vlies, R. (2020). Trustworthy artificial intelligence (AI) in education: Promises and challenges. OECD Directorate for education and skills.

Wilson, A., Watson, C., Thompson, T.L., Drew, V. and Doyle, S. (2017). Learning analytics: Challenges and limitations. Teaching in Higher Education22(8), pp.991-1007.

Zare, M., Sarikhani, R., Salari, M., & Mansouri, V. (2016). The impact of e-learning on university students’ academic achievement and creativity. Journal of Technical Education and Training8(1). Retrieved from https://publisher.uthm.edu.my/ojs/index.php/JTET/article/view/1152

Sitios web

Brown, A. & Green, T. (Producers). (2017). Trends and issues in instructional design, educational technology, and learning sciences [Audio Podcast]. Retrieved from https://trendsandissues.com/tag/digital-literacy/

Conaway, W and Zorn-Arnold, B. (2015). The Keys to Online Learning For Adults: The Six Principles of Andragogy. Retrieved from https://www.researchgate.net/profile/Wendy_Conaway/publication/299540188_The_Keys_to_Online_Learning_for_Adults_The_Six_Principles_of_Andragogy/links/59199ee2aca2722d7cfe4a2c/The-Keys-to-Online-Learning-for-Adults-The-Six-Principles-of-Andragogy.pdf

Elearning Industry (2020). The Science And The Benefits of Gamification In eLearning. Retrieved from https://elearningindustry.com/tags/gamification-statistics

European Commision (2020). Digital Education Action Plan (2021-2027). Retrieved from  https://ec.europa.eu/education/education-in-the-eu/digital-education-action-plan_en

OECD (2018). PISA 2018 (Volume VI): Are Students ready to thrive in an interconnected world? Retrieved from: http://www.oecd.org/pisa/

Oxford Analytica (2019). Gamification and the Future of Education. https://www.worldgovernmentsummit.org/api/publications/document?id=2b0d6ac4-e97c-6578-b2f8-ff0000a7ddb6

Report Linker (2019). Gamification in Education Market by Offering, And Region – Global Forecast to 2023. Retrieved from https://www.reportlinker.com/p05751089/Gamification-in-Education-Market-by-Offering-And-Region-Global-Forecast-to.html

Research and Markets (2017). Artificial Intelligence Market in the US Education Sector 2018-2022. Retrieved from https://www.researchandmarkets.com/reports/4613290/artificial-intelligence-market-in-the-us

TechJury (2020). 27 Astonishing E-learning Statistics for 2020. Retrieved from https://techjury.net/blog/elearning-statistics/#gref