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Reynolds, R. (2012). Changes in student attitudes towards 6 dimensions of digital engagement in a program of game design learning. American Education Research Association (AERA), Vancouver, Canada, April 2012.
Reynolds, R., & Chiu, M. (2014). How sustained engagement in game design and social media use among diverse students can mitigate effects of the digital divide. International Communication Association Conference, Seattle, WA, May 2014.
Potter, J. & Hepburn, A. (2014). Somewhere between evil and normal: Traces of morality in a child-protection helpline, Journal of Applied Linguistics and Professional Practice, 9, 245-262.
Howitt, D., Billig. M., Cramer, D., Kniveton, B., Edwards, D., Potter, J. and Radley, A. (1989). Social Psychology: Conflicts and Controversies - An introductory textbook. Milton Keynes: Open University Press.
Reynolds, R. (2016). Connecting student information resource uses to learning outcomes in a guided discovery-‐based game design program. iConference. Philadelphia, PA, March 2016.
Reynolds, R. (2016, forthcoming). Wikis as learning management systems for computer science education in intermediate and secondary schools. In Notari, M., Reynolds, R., Chu, S., & Dobeli, B., The Wiki Way of Learning. ALA Publishing.
Magee, R., Agosto, D.E., Ahn, J., Reynolds, R., Forte, A., & Dickard, M. (2013). Teens and social media: Where are we now, where next? Proceedings of the American Society for Information Science and Technology (ASIST), Montreal, Canada, Nov. 2013.
Arnone, M., & Reynolds, R. (2009). Empirical support for the integration of dispositions in action and multiple literacies into AASL’s Standards for the 21st Century Learner. School Library Media Research, 12.
Arnone, M., Small, R., & Reynolds, R. (2010). Supporting inquiry by identifying gaps in student confidence: Development of a measure of perceived competence. School Libraries Worldwide, 16(1), pp. 47-‐60.
Chu, S., Kwan, A., Reynolds, R., Tam, F., Mellecker, R., & Hong, A. (2015). Promoting sex education among teenagers through an interactive game: Reasons for success and implications. Games for Health. June 2015, 4, 3, pp. 168-‐174.