24
Mitchell, A. & Savill-Smith, C. (2004). The use of computer and video games for learning: A review of the literature.
London: Learning and Skills Development Agency.
Mooney, N. (2005). I can't believe she did that!: Why women betray other women at work. New York: St. Martin's
Press.
Oblinger, D. G. (2003). Boomers, gen-xers, and millennials: Understanding the “new students.”
EDUCAUSE Review, 38(4), 36-45.
Oblinger, D., & Oblinger, J. (Eds.). (2005). Educating the Net Gen. Washington, DC: EDUCAUSE.
O'Neill, S. (2000) Millennials Rising by Neil Howe and William Strauss. Flak. Retrieved February 3, 2006,
from http://flakmag.com/books/mill.html
Orenstein, P. (2000). Flux: Women on sex, work, love, kids, and life in a half-changed world. New York: Doubleday.
Owen, M. (2004). The myth of the digital native. Retrieved February 7, 2006, from
http://www.futurelab.org.uk/viewpoint/art26.htm
Postman, N. (2003). Questioning media. In M. S. Pittinsky, M. S. (Ed.). The wired tower: Perspectives on the impact
of the internet on higher education (pp.181-200). Upper Saddle River, NJ: Prentice Hall.
Postman, N. (1995). The end of education: Redefining the value of school. New York: Knopf.
Postman, N. (1993). Technopoly: The surrender of culture to technology. New York: Vintage Books.
Prensky, M. (2006). Don’t bother me, mom – I’m learning: How computer and video games are preparing your kids for
twenty-first century success. St. Paul, MN: Paragon House.
Prensky, M. (2004). Digital game-based learning. New York: McGraw-Hill.
Prensky, M. (2001a). Digital natives, digital immigrants. On the Horizon. NCB University Press, 9(5). Retrieved
January 11, 2006, from http://www.marcprensky.com/writing/
Prensky, M. (2001b). Digital natives, digital immigrants, part II: Do they really think differently. On the
Horizon. NCB University Press, 9(6). Retrieved January 11, 2006, from
http://www.marcprensky.com/writing/
Quinn, C. (2005). Engaging learning: Designing e-learning simulation games. San Francisco: Pfeiffer.
Raines, C. (2003). Connecting generations: The sourcebook for a new workplace. Menlo Park, CA: Crisp Publications.
Reeves, T. C. (2006). Design research from the technology perspective. In J. V. Akker, K. Gravemeijer, S.
McKenney, & N. Nieveen (Eds.), Educational design research (pp. 86-109). London: Routledge.
Reeves, T. C. (1993). Pseudoscience in computer-based instruction: The case of learner control research.
Journal of Computer-Based Instruction, 20(2), 39-46.
Reeves, T. C., & Oh, E. J. (2007). Generation differences and educational technology research. In J. M.
Spector, M. D. Merrill, J. J. G. van Merriënboer, & M. Driscoll. (Eds.) Handbook of research on educational
communications and technology (pp. 295-303). Mahwah, NJ: Lawrence Erlbaum Associates.
Rideout, V., Roberts, D. F., & Foehr, U. G. (2005). Generation M: Media in the lives of 8-18 year-olds. Kaiser
Family Foundation. Retrieved February 9, 2006, from http://www.kff.org/entmedia/upload/
Generation-M-Media-in-the-Lives-of-8-18-Year-olds-Report.pdf
Rosen, B. C. (2001). Masks and mirrors: Generation X and the chameleon personality. Westport, CT: Praeger.
Rosenberg, M. J. (2006). Beyond e-learning. San Francisco: Pfeiffer.
Rosenberg, M. J. (2001). E-learning: Strategies for delivering knowledge in the digital age. New York: McGraw-Hill.
Rushkoff, D. (1999). Playing the future: What we can learn from digital kids. New York: Riverhead Books.
Saettler, P. (1990). The evolution of American educational technology. Englewood, CO: Libraries Unlimited
Schooley, C. (2005). Get ready: The millennials are coming! Changing workforce. Cambridge, MA: Forrester Research.
Schramm, W. (1977). Big media, little media. Beverly Hills, CA: Sage Publications.
Shelton, C., & Shelton, L. (2005). The next revolution: What gen x women want at work and how their boomer bosses can
help them to get it. Mountain View, CA: Davies-Black Publishing.
Sherry, J. L. (2001). The effects of violent video games on aggression: A meta-analysis. Human Communication
Research, 27, 409-431.
Slator, B. M. and Associates. (2006). Electric worlds in the classroom: Teaching and learning with role-based computer
games. New York: Teachers College Press.
Spector, J. M., Merrill, M. D., van Merriënboer, J. J. G., & Driscoll, M. (Eds.). (2007). Handbook of research on
educational communications and technology. Mahwah, NJ: Lawrence Erlbaum Associates.
Squire, K. & Jenkins, H. (2004). Harnessing the power of games in education. Insight (3)1, 5-33.