References and Resources for Further Reading
For further information, please review some of the references listed below.
This is not an exhaustive list.
Theory Heading link
Bruner, J. S. (1960). The Process of education. Cambridge, Mass.: Harvard University Press.
Bruner, J. S. (1966). Toward a theory of instruction, Cambridge, Mass.: Belkapp Press.
Kolb D. A. (1984). Experiential learning: Experience as the source of learning and development. Englewood Cliffs, NJ: Prentice Hall.
McGrath V. (2009). Reviewing the evidence on how adult students learn: An examination of Knowles’ model of andragogy. Irish Journal of Adult Community Education, 99(110).
Multimedia Design Heading link
Atkinson, C. (2011). Beyond bullet points: Using Microsoft PowerPoint to create presentations that inform,
motivate, and inspire. Pearson Education.
Berk, R. (2012). How to create ‘thriller’ PowerPoints in the classroom! Innovative Higher Education, 37(2), 141-
Duarte, N. (2010). Resonate: Present visual stories that transform audiences. Wiley.
Evergreen, S. D. (2013). Presenting data effectively: Communicating your findings for maximum impact. SAGE
Harden, R. M. (2008). Death by PowerPoint – the need for a ‘fidget index.’ Medical Teacher, 30(9-10), 833-835.
Issa, N., Schuller, M., Santacaterina, S., Shapiro, S., Wang, E., Mayer, R. E. & DaRosa, D. Al. (2011). Applying
multimedia design principles enhances learning in medical education. Medical Education, 45. 818-826.
Reynolds, G. (2010). The naked presenter: Developing powerful presentations with or without slides. New Riders.
Reynolds, G. (2012). Presentation zen: Simple ideas on presentation design and delivery. 2nd. Ed. Berkeley: New Riders.
Video / Microlecture Design and Development Heading link
Berk, J., Watto, M., & Williams, P. (2020). Twelve tips for creating a medical education podcast. Medical Teacher, doi: 10.1080/0142159X.2020.1779205
Buzzetto-More, N. A. (2014). An Examination of Undergraduate Student’s Perceptions and Predilections of the Use of YouTube in the Teaching and Learning Process. Interdisciplinary Journal Of E-Learning & Learning Objects, 1017-32.
Clossen, A. S. (2018). Trope or Trap? Roleplaying Narratives and Length in Instructional Video. Information Technology & Libraries, 37(1), 27-38.
Gamification Heading link
Adachi, P. J., & Willoughby, T. (2013). Do video games promote positive youth development? Journal of Adolescent Research, 28(20), 155-165. doi: 10.1177/0743558412464522
Bharamgoudar, R. (2016). Gamification. The Clinical Teacher, 15, 268-269. doi: 10.1111/tct.12787
Bowers, A. J.. & Berland, M. (2013). Does recreational computer use affect high school achievement? Educational Technology Research and Development, 61(1), 51-69.
Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J.-J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380-392. doi: 10.1016/j.compedu.2012.12.020
Ebling Library. (2018). Games & simulation for healthcare. Retrieved from: http://healthcaregames.wisc.edu/inventory/browse-inventory.php
Felszeghy, S., Pasonen-Seppänen, S., Koskela, A., Nieminin, P., Härkönen, K., Paladanius, K., Gabboui, S., Ketola, K., Hitunen, M., Lundin, M., Haapaniemi, T., Sointu, E., Bauman, E. B., Gilbert, G. E., Morton, D., & Mahonen, A. (2019). Using game-based platforms to improve student performance and engagement in histology teaching. BMC Medical Education, 19,273. doi: https://doi.org/10.1186/s12909-019-1701-0 (link to article: https://bmcmededuc.biomedcentral.com/articles/10.1186/s12909-019-1701-0#citeas)
Bavelier, D., & Green, C. S. (2016). The brain-boosting power of video games. Scientific American, 315(1), 26-31. doi: 10.1038/Scientificamerican0716-26
Im. M. H., Hughes, J. N., Cao, Q., & Kwok, O-M. (2016). Effects of extracurricular participation during middle school on academic motivation and achievement at grade 9. American Education Research Journal, 53(5), 1343-1375.
Ismail, M, A-A., Ahmad, A., Mohammad, J. A-M., Fakri, N. M. R. M., Nor, M. Z, M., & Pa, M. N. M. (2019). Using Kahtoot! as a formative assessment tool in medical education: A phenomenological study. BMC Medical Education, 19(1). doi: 10.1186/s12909-019-1658-z
Kane, D., & Spradley, B. D. (2017, 11 May). Recognizing esports as a sport. The Sport Journal. Retrieved from: https://thesportjournal.org/article/recognizing-esports-as-a-sport/
Kim, B. (2015). Understanding gamification. Chicago: American Library Association.
McDougall, A. (2018). When I say … gamification. Medical Education, 52(5). doi: 10.1111/medu.13481
McEnroe-Petitte, D., & Farris, C. (2020). Using gaming as an active teaching strategy in nursing education. Teaching and Learning in Nursing, 15, 61-65.
Rutledge, C., Walsh, C. M., Swinger, N., Auerbach, M., Castro, D., Dewan, M., . . . Chang, T. P. (2018). Gamification in action: Theoretical and practical considerations for medical educators. Academic Medicine, 93(7), 1014-1020. doi: 10.1097/ACM.0000000000002183
Steinkuehler, C., & Duncan, S. (2008). Scientific habits of mind in virtual worlds. Journal of Science Education and Technology, 17(6), 530-543.
Warren, S. J., Dondlinger, M. J., McLeod, J., & Bigenho, C. (2012). Opening the door: An evaluation of the efficacy of a problem-based learning game. Computers & Education, 58(1), 397-412. doi: 10.1016/j.compedu.2011.08.012
Warren, S. J., & Jones, G. (2017). Learning games: The science and art of development. Cham, Switzerland: Springer.
Teaching Online Heading link
Here are some additional resources for teaching online.
Adapting your face-to-face course for online delivery: https://ctl.columbia.edu/resources-and-technology/teaching-with-technology/teaching-online/adapting-your-course/
Online teaching principles from Oregon State: https://ecampus.oregonstate.edu/faculty/standards-principles/online-teaching/
Accessibility and Universal Design for Learning Heading link
Burgstahler, S. E. (2020). Creating inclusive learning opportunities in higher education: A universal design toolkit. Cambridge, MA: Harvard Education Press