From the New Media Consortium (NMC) Web site:
The NMC Horizon Report > Higher Education Edition is a collaborative effort between the NMC and the EDUCAUSE Learning Initiative (ELI). Each yearly report describes annual findings from the NMC Horizon Project, an ongoing research project designed to identify and describe emerging technologies likely to have an impact on learning, teaching, and creative inquiry in education.
CAST: www.cast.org/our-work/learning-tools.html
Free resources for developing accessible instructional materials under the Universal Design for Learning (UDL) framework.
Creative Commons Search: search.creativecommons.org
Find free media that has been released for use based on the Creative Commons licensing system.
MERLOT II: www.merlot.org
A repository of free and open educational resources designed for online teaching and learning.
Open Educational Resources: www.oercommons.org
As the name implies, this repository lists free materials and activities that use open, cross-platform technologies.
The following books are available from the campus library. Key chapters from edited volumes have been listed where appropriate.
Check out these blogs to keep up to date with the latest developments in learning media and technology in higher education.
Faculty Focus
www.facultyfocus.com
ProfHacker (Chron. of Higher Ed.)
chronicle.com/blogs/profhacker
Wired Campus (Chron. of Higher Ed.)
chronicle.com/blogs/wiredcampus
Want more? Check out the Teach 100 List an up-to-date listing of the top blogs in Education (teach.com/teach100).
These articles are just a small selection from the vast amount of literature available on teaching and learning with digital media and technology. They were selected to represent a variety of voices, disciplines, settings, and activities.
Adam, S., & Nel, D. (2009). Blended and online learning: Student perceptions and performance. Interactive Technology and Smart Education, 6(3), 140-155.
Barab, S., Pettyjohn, P., Gresalfi, M., Volk, C., & Solomou, M. (2012). Game-based curriculum and transformational play: Designing to meaningfully positioning person, content, and context. Computers & Education, 58(1), 518-533.
Barab, S., Schatz, S., & Scheckler, R. (2004). Using activity theory to conceptualize online community and using online community to conceptualize activity theory. Mind, Culture, and Activity, 11(1), 25-47.
Barbera, E., Clara, M., & Linder-Vanberschot, J. (2013). Factors influencing student satisfaction and perceived learning in online courses. E-Learning and Digital Media, 10(3), 226-235.
Burgess, J., Green, J., Jenkins, H., Hartley, J., & Lange, P. (2010). YouTube: Online video and participatory culture. New Media and Society, 12(2), 338-340.
Doyle, D. (2010). "Immersed in learning": Supporting creative practice in virtual worlds. Learning, Media and Technology, 35(2), 99-110.
Ezumah, B. A. (2013). College students' use of social media: Site preferences, uses and gratifications theory revisited. International Journal of Business and Social Science, 4(5), n/a.
Gutierrez, K. (2000). Teaching and learning in the 21st century. English Education, 32(4), 290-98.
Higdon, J., Reyerson, K., McFadden, C., & Mummey, K. (2011). Twitter, wordle, and ChimeIn as student response pedagogies. EDUCAUSE Quarterly, 34(1)
Hughes, J., & Robertson, L. (2010). Transforming practice: Using digital video to engage students. Contemporary Issues in Technology and Teacher Education (C.I.T.E. Journal), 10(1), 20-37.
Jenkins, H. (2007). From YouTube to YouNiversity. The Chronicle of Higher Education, 53(24), B.9-B10.
Kara-Soteriou, J. (2007). The internet as a resource for critical literacy learning and applications. New England Reading Association Journal, 43(2), 90.
Knobel, M., & Lankshear, C. (2008). Remix: The art and craft of endless hybridization. Journal of Adolescent & Adult Literacy, 52(1), 22-33.
Knobel, M., & Lankshear, C. (2009). Wikis, digital literacies, and professional growth. Journal of Adolescent & Adult Literacy, 52(7), 631-634.
Love, M. S. (2004). Multimodality of learning through anchored instruction. Journal of Adolescent and Adult Literacy, 48(4), 300-310.
McVee, M. B., Bailey, N. M., & Shanahan, L. E. (2008). Using digital media to interpret poetry: Spiderman meets walt whitman. Research in the Teaching of English, 43(2), 112-143.
Mills, K. A. (2007). "Have you seen "lord of the rings"?" power, pedagogy, and discourses in a multiliteracies classroom. Journal of Language, Identity, and Education, 6(3), 221-241.
Miller, L., Hafner, C. A., & Fun, C. N. K. (2012). Project-based learning in a technologically enhanced learning environment for second language learners: Students' perceptions. E-Learning and Digital Media, 9(2), 183-195.
Patch, P. (2010). Meeting student writers where they are: Using wikipedia to teach responsible scholarship. Teaching English in the Two-Year College, 37(3), 278-285.
Richardson, J. C., & Ice, P. (2010). Investigating students' level of critical thinking across instructional strategies in online discussions. Internet and Higher Education, 13(1-2), 52-59.
Shadinger, D., & Toomey, D. (2014). Knacktive: Answering a call for more interdisciplinary, collaborative, educational experiences. College Teaching, 62(2), 55-61.
Thomas, M. K., Barab, S. A., & Tuzun, H. (2009). Developing critical implementations of technology-rich innovations: A cross-case study of the implementation of quest atlantis. Journal of Educational Computing Research, 41(2), 125-153.
Ware, P., & Ramos, J. (2013). First-generation college students: Mentoring through social media. International Journal of Mentoring and Coaching in Education, 2(2), 149-162.
Watson, J. A., & Pecchioni, L. L. (2011). Digital natives and digital media in the college classroom: Assignment design and impacts on student learning. Educational Media International, 48(4), 307-320.