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
Technology Outlook for STEM+ Education 2012-2017
L. Johnson, S. Adams, M. Cummins, V. Estrada
This report was produced to explore emerging technologies and forecast their potential impact expressly in a STEM+ context. In the effort that ran from July through September 2012, the carefully selected group of 46 experts who contributed to the report considered hundreds of relevant articles, news, blog posts, research, and project examples as part of the preparation that ultimately pinpointed...
2012
Six Provocations for Big Data
danah boyd, Kate Crawford
The era of Big Data has begun. Computer scientists, physicists, economists, mathematicians, political scientists, bio-informaticists, sociologists, and many others are clamoring for access to the massive quantities of information produced by and about people, things, and their interactions. Diverse groups argue about the potential benefits and costs of analyzing information from Twitter, Google,...
2011
Disrupting College: How Disruptive Innovation Can Deliver Quality and Affordability to Postsecondary Education
Clayton M. Christensen, Michael B. Horn, Louis Caldera, Louis Soares
America is in crisis. Employers say paradoxically they cannot find the right people to fill jobs even though the country is facing its highest unemployment rates in a generation. Competition with a rising China and India and their vast populations lend urgency to the need for the country as a whole to do a better job of educating its citizens.
2011
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
The Open Learning Initiative: Measuring the Effectiveness of the OLI Statistics Course in Accelerating Student Learning
Marsha Lovett, Oded Meyer, Candice Thille
The Open Learning Initiative (OLI) is an open educational resources project at Carnegie Mellon University that began in 2002 with a grant from the William and Flora Hewlett Foundation. OLI creates web-based courses that are designed so that students can learn effectively without an instructor.
2008
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 Foundations of Assessment
James W. Pellegrino, Naomi Chudowsky
This article presents major messages from the National Research Council report, "Knowing What Students Know: The Science and Design of Educational Assessment" (2001). The committee issuing this report was charged with synthesizing advances in the cognitive sciences and measurement, and exploring their implications for improving educational assessment. It opens with a vision for the future of...
2007
The Sage Handbook of e-Learning Research
Richard Andrews, Caroline Haythornthwaite
This book provides a state-of-the-art, in-depth account of research in the rapidly expanding field of e-learning. The first of its kind, it provides reviews of over 20 areas in e-learning research by experts in the field, and provides a critical account of the best work to date. The contributors cover the basics of the discipline, as well as new theoretical perspectives.   
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
How People Learn: Brain, Mind, Experience, and School, Expanded Edition
National Research Council (U.S.)
This popular trade book, originally released in hardcover in the spring of 1999, has been newly expanded to show how the theories and insights from the original book can translate into actions and practice, now making a real connection between classroom activities and learning behavior. This paperback edition includes far-reaching suggestions for research that could increase the impact that...
2000

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