References:

Artifact One

Downes, S. (2020). Recent Work in Connectivism. European Journal of Open, Distance and E-Learning, 22(2), 113–132. https://doi.org/10.2478/eurodl-2019-0014

Siemens, G. (2004). Connectivism: A Learning Theory for the Digital Age. International Journal of Instructional Technology and Distance Learning, 2.

https://www.semanticscholar.org/paper/Connectivism%3A-A-Learning-Theory-for-the-Digital-Age-Siemens/7c7dd6c900c031b3685c761c72ebafdf3004caed

Mattar, J. (2018). Constructivism and connectivism in education technology: Active, situated, authentic, experiential, and anchored learning. Revista Iberoamericana de Educación a Distancia, 21(2), 201–217. https://doi.org/10.5944/ried.21.2.20055

Vaill, P. B., & Byrnes, C. (1998). Learning as a way of being [Review of Learning as a way of being]. Performance Improvement, 37(4), 38–40. Wiley Periodicals, Inc., A Wiley Company. https://doi.org/10.1002/pfi.4140370412

Artifact Two

Allen, M. W. (2007). Designing successful e-learning : forget what you know about instructional design and do something interesting. Pfeiffer.

United Nations. (n.d.). Climate Action Superheroes [Website]. Retrieved from https://www.un.org/sustainabledevelopment/climate-action-superheroes-info/

Artifact Three

Shaffer, D. W., Halverson, R., Squire, K. R., & Gee, J. P. (2005). Video games and the future of learning (WCER Working Paper No. 2005-4). Madison: University of Wisconsin–Madison, Wisconsin Center for Education Research (NJ1).

Sorensen, T. (2022, October 28). Why is game-based learning important? eLearning Industry. https://elearningindustry.com/why-is-game-based-learning-important

Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of game-based learning. Educational Psychologist, 50(4), 258–283. https://doi.org/10.1080/00461520.2015.1122533

Dinia, I. (2022, December 14). How to use gamification in eLearning for maximum engagement and effectiveness. eLearning Industry. https://elearningindustry.com/how-to-use-gamification-in-elearning-for-maximum-engagement-and-effectiveness

Reeves, B., & Read, J. L. (2009). Total engagement: using games and virtual worlds to change the way people work and businesses compete. Harvard Business Press.

Allen, M. (2016). Designing successful e-Learning: Forget what you know about instructional design and do something interesting. Wiley.

Gee, J. P. (2007). What video games have to teach us about learning and literacy (Rev. and updated ed.). Palgrave Macmillan

Artifact Four

Twigg, C. A. (2003). Improving Learning and Reducing Costs: New Models for Online Learning. EDUCAUSE Review, 38(5), 28-.