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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.
Reynolds, R.; Baik, E.B. & Li, X. (2013). Collaborative information seeking in the wild: Middle-‐ schoolers’ self-‐initiated teamwork strategies to support game design. Proceedings of the American Society for Information Science and Technology (ASIST) conference, November, 2013, Montreal.
Reynolds, R. (2014). Analyzing middle school and high school students’ collaborative inquiry behaviour during guided discovery using with learning management system trace data. Proceedings of the 2014 Computer Supported Cooperative Work (CSCW) conference, Baltimore, MD.
Reynolds, R. (2014). Learning management system trace logs and Google Analytics page reads as data sources for evaluating student inquiry and collaboration practices during game design learning. Proceedings of the 2014 International Conference of the Learning Sciences (ICLS) conference, Boulder, CO.
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., Reynolds, R., & Marshall, T. (2009). The effect of early adolescents’ psychological needs satisfaction upon their perceived competence in information skills and intrinsic motivation for research. School Libraries Worldwide, 15(2), pp 115-‐134.
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.
Reynolds, R., & Harel Caperton, I. (2011). Contrasts in student engagement, meaning-‐making, dislikes, and challenges in a discovery-‐based program of game design learning. Educational Technology Research and Development, 59(2), pp. 267-‐289.
Reynolds, R. (2012). Changes in student attitudes towards 6 dimensions of digital engagement in a program of game design learning. Synergy. 10(2).
Minnigerode, L. & Reynolds, R. (2013). Don’t give up: A case study on girls and video game design. Learning Landscapes, 6, 2. Spring, 2013.