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EDUC 7344 Innovations and the Diffusion of Learning Technologies: Welcome & Course Readings

Welcome to your course guide

Please find your required library readings below. If you have problems with the links below, please contact the Library. If you have APA questions about these materials, please contact the Writing Center.

EDUC 8344 Required Course Readings

After clicking on a citation below, enter your myWalden user name and password at the prompt.

Please Ask a Librarian if you have any questions about the links.


Ferzoco, J. (2011). In praise of the urban sandbox. Planning, 77(4), 8-11.

Gaggioli, A. (2011). CyberSightings. Cyberpsychology, behavior, and social networking, 14(10), 625-626.

Garrity, R. (2010). Workforce training for a new generation. Power Engineering, 114(11), 18–19.

Hess. T., & Gunter, G. (2013). Serious game-based and nongame-based online courses: Learning experiences and outcomes. British Journal of Educational Technology, 44(3), 372–385.

Jensen, M. (2012). Engaging the learner: Gamification strives to keep the user’s interest. T+D, 66(1), 40-44.

Mashriqi, K. (2011). Implementing technology and gaming lessons in a school library. Knowledge Quest, 40(1), 24–28.

Richardson, W. (2012). Gaming gains respect. District Administration, 48(7), 44-51.

Schaffhauser, D. (2013). Can gaming improve teaching and learning?. T H E Journal, 40(8), 26–33.

Swanson, K. (2014). Digital games and learning: A world of opportunities. Tech & Learning, 34(6), 22.

Warburton., S. (2009). Second Life in higher education. Assessing the potential for and the barriers to deploying virtual worlds in learning and teaching. British Journal of Educational Technology, 40(3), 414–426.

Wright, J. (2008). Reframing quality and impact: The place of theory in education research. Australian Educational Researcher, 35(1), 1–16.


Other Readings

Optional or supplemental readings may or may not be available in the library. Find further information about optional readings here.

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