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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.
Reynolds, R., & Chiu, M. (2013). Formal and informal context factors as contributors to student engagement in a guided discovery-‐based program of game design learning. Journal of Learning, Media & Technology. 38(4), pp. 429-‐462.
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.
Reynolds, R. (2016). Defining, designing for, and measuring “digital literacy” development in learners: A proposed framework. Educational Technology Research & Development. 64(1), p735-762
Reynolds, R. (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: Special Issue on Searching as Learning. 42: 35-‐ 58.
Notari, M., Reynolds, R., Chu, S., & Dobeli, B. . The Wiki Way of Learning. (ALA Publishers; edited volume).
Patterns of Orientation Toward Television: An Exploratory Study (with A. D. Talbott and M. S. MacLean, Jr.). National Society for the Study of Communication, Cleveland, April 1969.