Module EFPM316 for 2020/1
- Overview
- Aims and Learning Outcomes
- Module Content
- Indicative Reading List
- Assessment
Postgraduate Module Descriptor
EFPM316: Digital Futures for Education
This module descriptor refers to the 2020/1 academic year.
Indicative Reading List
This reading list is indicative - i.e. it provides an idea of texts that may be useful to you on this module, but it is not considered to be a confirmed or compulsory reading list for this module.
Buckingham, D. (2007) Beyond Technology: Children’s Learning in the Digital Age. Cambridge: Polity Press.
Crook, C. & Lewthwaite, S. (2010) Technologies for formal and informal learning, in K. Littleton, C. Wood & J. Kleine Staarman, The International Handbook of Psychology in Education. Bingly, UK: Emerald Group Publishing Limited.
Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave Macmillan.
Hakkarainen, K. (2010) Learning communities in the classroom, in K. Littleton, C. Wood & J. Kleine Staarman, The
International Handbook of Psychology in Education. Bingly, UK: Emerald Group Publishing Limited.
Heppel, S., Chapman, C., Millward, R., Constable, M. & Furness, J. (2004). Building Learning Futures. London: CABE/RIBA. Retrieved 30th May 2005 from: http://rubble.heppell.net/cabe/final_report.pdf (accessed 21/01/2009)
Hutchby, I and Moran-Ellis, J. (2001) Children, Technology and Culture: The Impacts of Technologies in Children's
Everyday Lives. London: Routledge .
Jewett, C. (2010) Technology and learning: A multimodal approach, in K. Littleton, C. Wood & J. Kleine Staarman, The International Handbook of Psychology in Education. Bingly, UK: Emerald Group Publishing Limited.
Kirriemuir, J & McFarlane, A. (2004). Literature Review in Games and Learning. London: Nesta FutureLab. Retrieved on 30th May 2005 from: http://www.nestafuturelab.org/research/reviews/08_01.htm
Loveless, A. (2003) Creating Spaces in the Primary Curriculum: ICT in creative subjects. The Curriculum Journal, 14:1, 5-21.
Marsh, J. (2004) Popular Culture, Media and Digital Literacies in Early Childhood. London: Routledge .
Rasmussen, I. & Ludvigsen, S. (2010) Learning with computer tools and environments: A sociocultural perspective, in K. Littleton, C. Wood & J. Kleine Staarman, The International Handbook of Psychology in Education. Bingly, UK: Emerald Group Publishing Limited.
Shaffer, D. (2007) How computer games help children to learn. New York: Palgrave/MacMillan
Veen, W. and Vrakking, B. (2006). Homo Zappiens: Reshaping learning in the digital age. London: Network Continuum Press.
Wegerif. R. (2007) Dialogic, Educational and Technology: Resourcing the Space of Learning. New York: Springer-Verlag
Wegerif, R. (2012) Dialogic: Education for the Internet Age. London, Routledge