Toppo, G. (2012, February 1). Obama wants schools to speed up digital transition. USA Today. Retrieved from Trends in U.S. Video Gaming the Rise of Cross-Platform. (2012, March 9). Retrieved Nielsen Wire. – from Van Eck, R. (2006). Digital learning: It’s not just the digital natives who are restless. 16-30. Retrieved from EDUCAUSE Review, 41, Vincent, K. (2012, February 15). Whizz education: Schools tapping technology to make and measure Seattle, WA: PR Web. Retrieved from math gains. Vogel, J. J. & D. S., Cannon-Bowers, J., Bowers, C. A., Muse, K., & Wright, M. (2006). Computer gaming and interactive simulations for learning: A meta-analysis. Journal of Educational 229-243. Computing Research, 34, Wallis, C. (2010). New The impacts of media multitasking on children’s learning and development. York: The Joan Ganz Cooney Center at Sesame Workshop. Retrieved from Wang, L. C. & Chen, M. P. (2010). The effects of game strategy and preference-matching on flow experience and programming performance in game-based learning. Innovations in Education and 39–52. Teaching International, 47, Wicks, M. (2010). A National Primer on K-12 Online Learning. International Association for K-12 Retrieved from Online Learning. Williams, D., Martins, N., Consalvo, M., & Ivory, J. D. (2009). The virtual census: representations of gender, race, and age in video games. 815-834. Retrieved from New Media & Society, 11, Wilson, P. S. (2008). Teacher education: A conduit to the classroom. In Cases and Perspectives: (pp. 415-426). Reston: Research on Technology and the Teaching and Learning of Mathematics. NCTM.
Toppo, G. (2012, February 1). Obama wants schools to speed up digital transition. USA Today. Retrieved from Trends in U.S. Video Gaming – the Rise of Cross-Platform. (2012, March 9). Nielsen Wire. Retrieved from Van Eck, R. (2006). Digital learning: It’s not just the digital natives who are restless. EDUCAUSE Review, 41, 16-30. Retrieved from Vincent, K. (2012, February 15). Whizz education: Schools tapping technology to make and measure math gains. Seattle, WA: PR Web. Retrieved from Vogel, J. J. & D. S., Cannon-Bowers, J., Bowers, C. A., Muse, K., & Wright, M. (2006). Computer gaming and interactive simulations for learning: A meta-analysis. Journal of Educational Computing Research, 34, 229-243. Wallis, C. (2010). The impacts of media multitasking on children’s learning and development. New York: The Joan Ganz Cooney Center at Sesame Workshop. Retrieved from Wang, L. C. & Chen, M. P. (2010). The effects of game strategy and preference-matching on flow experience and programming performance in game-based learning. Innovations in Education and Teaching International, 47, 39–52. Wicks, M. (2010). A National Primer on K-12 Online Learning. International Association for K-12 Online Learning. Retrieved from Williams, D., Martins, N., Consalvo, M., & Ivory, J. D. (2009). The virtual census: representations of gender, race, and age in video games. New Media & Society, 11, 815-834. Retrieved from Wilson, P. S. (2008). Teacher education: A conduit to the classroom. In Cases and Perspectives: Research on Technology and the Teaching and Learning of Mathematics. (pp. 415-426). Reston: NCTM.
More%20and%20Better%20Teaching%20%20Learning%20Mathematics%20for%20ALL%20via%20Digital%20Educational%20Media%20%20Games%20(2).docx