Guides: e-Learning kit: Bibliography (2024)

Ackermann, E. (2001). Piaget’s constructivism, Papert’s constructionism: What’s the difference? Future of learning group publication, 5(3), 438. Chicago. (PDF)

Armstrong, A., &Georgas, H. (2006).Using interactive technology to teach information literacy concepts to undergraduate students. Reference Services Review, 34(4), 491-497.

Badia, G., & Colosimo, A. L. (2013). Best practices for engaging users in a web conferencing environment. ASEE Annual Conference and Exposition, Conference Proceedings, Atlanta, Georgia.

Baker, R. L. (2014). Designing LibGuides as instructional tools for critical thinking and effective online learning. Journal of Library & Information Services in Distance Learning, 8(3-4), 107-117.

Baker, W., & Watson, J. (2014). Mastering the online Master’s: Developing and delivering an online MA in English language teaching through a dialogic-based framework. Innovations in Education and Teaching International, 51(5), 483-496.

Bernat, F., & Frailing, K. (2015). Perfecting Lessons Learned for Criminal Justice Online Graduate Education: Reflection, Integration, and Application. Journal of Criminal Justice Education, 26(3), 330-353.

Bledsoe, T. S., Harmeyer, D., & Wu, S. F. (2014). Utilizing Twitter and#hashtagstoward enhancing student learning in an online course environment. International Journal of Distance Education Technologies (IJDET), 12(3), 75-83.

Bowers, J., & Kumar, P. (2015). Students' perceptions of teaching and social presence: A comparative analysis of face-to-face and online learning environments. International Journal of Web-Based Learning and Teaching Technologies, 10(1), 27-44.

Camarero, C., Rodríguez, J., & San José, R. (2012). An exploratory study of online forums as a collaborative learning tool. Online Information Review, 36(4), 568-586.

Chang, J.-W., & Wei, H.-Y. (2016). Exploring engaging gamification mechanics in massive online open courses. Educational Technology & Society, 19(2), 177-203.

Charnigo, L. (2009). Lights! Camera! Action! Producing library instruction video tutorials using Camtasia studio. Journal of Library & Information Services in Distance Learning, 3(1), 23-30.

Clarida, B. H.,Bobeva, M.,Hutchings, M., & Taylor, J. (2013, October).Strategies for digitalinclusion-Towards a pedagogy for embracing student diversity with online learning.InEuropean Conference on e-Learning. Academic Conferences International Limited.

Colosimo, A. L. (2019). E-learning Technologies. Issues in Science and Technology Librarianship, (92).

Colosimo, A., & Fitzgibbons, M. (2012). Teaching, designing, and organizing: concept mapping for librarians.Partnership: The Canadian Journal of Library and Information Practice and Research, 7(1).

Conole, G., Dyke, M., Oliver, M., & Seale, J. (2004). Mapping pedagogy and tools for effective learning design. Computers & Education, 43(1), 17-33.

Cox, E. J. (2009). The collaborative mind: Tools for 21st-century learning. Multimedia & Internet@ Schools, 16(5), 10-14.

Cuthbertson, W., & Falcone, A. (2014). Elevating engagement and community in online courses. Journal of Library & Information Services in Distance Learning, 8(3-4), 216-224.

Davies, A., Ramsay, J., Lindfield, H., & Couperthwaite, J. (2005). Building learning communities: foundations for good practice. British Journal of Educational Technology, 36(4), 615-628.

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining gamification. Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments, ACM, 9-15.

Dewald, N. H. (1999). Transporting good library instruction practices into the web environment: an analysis of online tutorials. The Journal of Academic Librarianship, 25(1), 26-31.

Dewan, P., & Steeleworthy, M. (2013). Incorporating online instruction in academic libraries: Getting ahead of the curve. Journal of Library & Information Services in Distance Learning, 7(3), 278-296.

Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Educational Technology & Society, 18(3), 75-88.

Dominguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernandez-Sanz, L., Pages, C., & Martinez-Herraiz, J.-J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380-392.

Du, J., Ge, X., & Zhang, K. (2012). Graduate students’ perceptions and experiences of online collaborative learning in web-based and web-supplemented learning environments. International Journal of Information and Communication Technology Education (IJICTE), 8(4), 62-74.

Freeman, S., Eddy, S. L., McDonough, M., Smith, M. K., Okoroafor, N., Jordt, H., & Wenderoth, M. P. (2014). Active learning increases student performance in science, engineering, and mathematics. Proceedings of the National Academy of Sciences, 111(23), 8410-8415. (PDF)

Germek, G. (2012). Empowered library eLearning: Capturing assessment and reporting with ease, efficiency, and effectiveness. Reference Services Review, 40(1), 90-102.

Hahn, E. (2012). Video lectures help enhance online information literacy course. Reference Services Review, 40(1), 49-60.

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. Paper presented at the 47th Hawaii International Conference on System Science.

Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152-161.

Hess, A. K. N. (2014). Web tutorials workflows: How scholarship, institutional experiences, and peer institutions' practices shaped one academic library's online learning offerings. New Library World, 115(3/4), 87-101.

Kammerlocher, L., Couture, J., Sparks, O., Harp, M., & Allgood, T. (2011). Information literacy in learning landscapes: flexible, adaptable, low-cost solutions. Reference Services Review, 39(3), 390-400.

Kim, B. (2015). Understanding Gamification. Library Technology Reports, 51(2).

Lai, K. W., & Hong, K. S. (2015). Technology use and learning characteristics of students in higher education: Do generational differences exist?. British Journal of Educational Technology, 46(4), 725-738.

Landers, R. N., & Landers, A. K. (2014). An empirical test of the theory of gamified learning: The effect of leaderboards on time-on-task and academic performance. Simulation & Gaming, 45(6), 769-785.

Laubersheimer, J., Ryan, D., & Champaign, J. (2016). InfoSkills2Go: Using badges and gamification to teach information literacy skills and concepts to college-bound high school students. Journal of Library Administration, 1-15.

Li, J. (2014). Greeting you online: Selecting web-based conferencing tools for instruction in e-learning mode. Journal of Library & Information Services in Distance Learning, 8(1-2), 56-66.

Li, P. (2011). Science information literacy tutorials and pedagogy. Evidence Based Library and Information Practice, 6(2), 5-18.

Manca, S., & Ranieri, M. (2013). Is it a tool suitable for learning? A critical review of the literature on Facebook as a technology‐enhanced learning environment. Journal of Computer Assisted Learning, 29(6), 487-504.

Mayer, R. E., & Moreno, R. (2003). Nine ways to reduce cognitive load in multimedia learning.Educational psychologist, 38(1), 43-52.

Mayes, T.,&de Freitas, S. (2004). Review of e-learning theories, frameworks and models.JISC E-learning Models Desk Study. (PDF)

McPherson, M., & Nunes, M. B. (2004). The role of tutors as a integral part of online learning support. European Journal of Open, Distance and E-learning, 7(1).

Meier, J. J., & Miller, R. K. (2016). Turning the revolution into an evolution: The case for design thinking and rapid prototyping in libraries. College & Research Libraries News, 77(6), 283-286.

Mikkelsen, S., & McMunn-Tetangco, E. (2014). Guide on the Side: Testing the tool and the tutorials. Internet Reference Services Quarterly, 19(3-4), 271-282.

Miller, S. T. (2013). Increasing student participation in online group discussions via Facebook. Astronomy Education Review, 12(1), 010103.

Premlatha, K. R., & Geetha, T. V. (2015). Learning content design and learner adaptation for adaptive e-learning environment: a survey. Artificial Intelligence Review, 44(4), 443-465.

Rao, K., Edelen-Smith, P., & Wailehua, C.-U. (2015).Universal design for online courses: applying principles to pedagogy. Open Learning, 30(1), 35-52.

Ravenscroft, A. (2003). From conditioning to learning communities: implications of fifty years of research in e-learning interaction design. Research in Learning Technology, 11(1).

Robbins, S. (2012). Moving a general reference course online: Issues and considerations. The Reference Librarian, 53(1), 12-23.

Seiler, V., Miil, K., & Lepik, K. (2012). How to fit teaching of information literacy in with students’ needs: An on-line credit course model from the University of Tartu Library. Liber Quarterly, 22(1), 42-63.

Snyder Broussard, M. J. (2012). Digital games in academic libraries: A review of games and suggested best practices. Reference Services Review, 40(1), 75-89.

Stott, A. & C. Neustaedter (2013). Analysis of gamification in education (PDF).

Tan, M., & Hew, K. F. (2016). Incorporating meaningful gamification in a blended learning research methods class: Examining student learning, engagement, and affective outcomes. Australasian Journal of Educational Technology, 32(5), 19-34.

Voogt, L., Dow, L., & Dobson, S. (2016). Open badges: A best-practice framework. Paper presented at the Proceedings of 2016 SAI Computing Conference.

Walters, K., Bolich, C., Duffy, D., Quinn, C., Walsh, K., & Connolly, S. (2015). Developing online tutorials to improve information literacy skills for second-year nursing students of university college Dublin. New Review of Academic Librarianship, 21(1), 7-29.

Wang, Q., Woo, H. L., Quek, C. L., Yang, Y., & Liu, M. (2012). Using the Facebook group as a learning management system: An exploratory study. British Journal of Educational Technology, 43(3), 428-438.

Watson, J. (2010). A case study: Developing learning objects with an explicit learning design. Electronic Journal of e-Learning, 8(1), 41-50.

Webb, K. K., & Hoover, J. (2015). Universal Design for Learning (UDL) in the academic library: A methodology for mapping multiple means of representation in library tutorials. College & Research Libraries, 76(4), 537-553.

Wilcox, K. E., Sarma, S.,& Lippel, P. H. (2016). Online education: A catalyst for higher education reforms. MIT Online Education Policy Initiative.​

Willingham, D. T., Hughes, E. M., & Dobolyi, D. G. (2015). The scientific status of learning styles theories. Teaching of Psychology, 42(3), 266-271.

Wozniak, H., Pizzica, J., & Mahony, M. J. (2012). Design-based research principles for student orientation to online study: Capturing the lessons learnt. Australasian Journal of Educational Technology, 28(5).

Yelinek, K., Neyer, L., Bressler, D., Coffta, M., & Magolis, D. (2010). Using LibGuides for an information literacy tutorial: Tutorial 2.0. College & Research Libraries News, 71(7), 352-355.

Guides: e-Learning kit: Bibliography (2024)

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