While the fields of online and hybrid learning have received much media attention recently, many have spent decades of researching, developing and refining strategies for effective digital instruction. Those with a history in the field have come to recognize the contribution of several varied disciplines - data mining & analytics, learning theory, educational technology, evaluation, and games & simulations - in creating rich, scalable digital learning experiences. Experts and EducationXPress community members have identified their ‘short list’ or recommended reading in their respective disciplines to share the best of their fields with you. For your convenience, these seminal readings have been compiled in our Reading List with the intent of providing those new to these varied disciplines the best of the current and historical writing in each of the areas critical to success in online and hybrid learning.

Publish Date
Online Education: A Catalyst for Higher Education Reforms
Karen E. Willcox, Sanjay Sarma, Philip H. Lippel
The final report of Massachusetts Institute of Technology's Online Education Policy Initiative presents findings from discussions among the members of the Institute-wide initiative supported by advice from the advisory group. The report reflects comments and responses received from many sources, including education experts, government education officials, and representatives of university...
2016
Learning Science Through Computer Games and Simulations
At a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential. Many experts have called for a new approach to...
2011
What Video Games Have to Teach Us About Learning and Literacy
James Paul Gee
James Paul Gee begins this classic book with "I want to talk about video games--yes, even violent video games—and say some positive things about them." With this simple but explosive statement, one of America's best-respected educators looks seriously at the good that can come from playing video games. In this revised edition, new games like World of WarCraft and Half Life 2 are evaluated and...
2007
The Ecology of Games: Connecting, Youth, Games, and Learning
Ian Bogost, Anna Everett, James Paul Gee, Mizuko Ito, Barry Joseph, Laurie McCarthy , Jane McGonigal, Cory Conrejka, Amit Pitaru, Tom Satwicz, Kurt Squire, Reed Stevens, S. Craig Watkins
In the many studies of games and young people's use of them, little has been written about an overall "ecology" of gaming, game design and play—mapping the ways that all the various elements, from coding to social practices to aesthetics, coexist in the game world. This volume looks at games as systems in which young users participate, as gamers, producers, and learners.
2007