References for blending gaming & discussion


Brozo, W.G. (2010). The role of content literacy in an effective RTI program.  Reading Teacher64(2), 147-150. 
         doi:10.1598/RT.64.2.11. Retrieved from Ebsco Host.

Common Core State Standards Initiative. National Governors Association Center for Best Practices.   Retrieved 30 September 2012. 

Kimura, M., (2012) Video gaming as edutainment. Retrieved 14 
        September 2012. 
Lenski, S. (1998) Intertextual Intentions: Making Connections Across Texts. Clearing House, 72(2), 74. Retrieved from 
        Education Research Complete. 

Jossey-Bass.Ying, Z.,Klinger, D.A., Living,C., Fox,J., & Doe,C.(2011). Test-Takers’ background, literacy activities and 
       views of the Ontario Secondary School Literacy Test. Alberta Journal of Educational Research, 57(2). 115-136. 

Marzano, R. J.,  Pickering, D., & Pollock, J.E. (2001). Classroom instruction that works: research-based strategies for 
        increasing student achievement. Alexandria, Va.: Association for Supervision and Curriculum Development. 

National Reading Panel(NRP). (2000). The report of the National Reading Panel: teaching children to read, at a hearing before 
       the U.S. Senate Appropriations Committee's Subcommittee on Labor, Health and Human Services, and Education. 
       Retrieved from  

Wiggins, G.P., & McTighe, J.(1998). Understanding by design. Alexandra, Va: Association for Supervision and Curriculum 

Willingham, D. T. (2009). Why don't students like school?: a cognitive scientist answers questions about how the mind works 
        and what it means for the classroom. San Francisco, CA: 

Writing Objectives Using Blooms Taxonomy (2012). Center for Teaching and Learning. UNC Charlotte. Retrieved from 
       Retrieved 17 October 2012. 

Draw Something & Scribblenaut (2012). & Retrieved 17 October 2012. 

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