Rebecca Reynolds
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Most Influential Person Now
American poet
Rebecca Reynolds 's AcademicInfluence.com Rankings
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(Suggest an Edit or Addition)According to Wikipedia, Rebecca Reynolds is an American poet. Life Reynolds was born in Washington D.C., United States, in which city she also grew up. She graduated from Vassar College, Rutgers University , and the University of Michigan . Since 1991, she has worked as an administrator at Douglass College, and has also taught Creative Writing at Rutgers University.
Rebecca Reynolds 's Published Works
Published Works
- 21st Century Skills Development Through Inquiry-Based Learning - From Theory to Practice (2016) (146)
- Contrasts in student engagement, meaning-making, dislikes, and challenges in a discovery-based program of game design learning (2011) (82)
- Empirical Support for the Integration of Dispositions in Action and Multiple Literacies into AASL’s Standards for the 21st Century Learner (2009) (58)
- London School of Economics Consultancy Project for The Overseas Development Institute POVERTY AND CLIMATE CHANGE: ASSESSING IMPACTS IN DEVELOPING COUNTRIES AND THE INITIATIVES OF THE INTERNATIONAL COMMUNITY (2002) (57)
- Web-based museum trails on PDAs for university-level design students: Design and evaluation (2010) (56)
- Defining, designing for, and measuring “social constructivist digital literacy” development in learners: a proposed framework (2016) (41)
- Twenty-First Century Skills and Global Education Roadmaps (2017) (41)
- The Effect of Early Adolescents' Psychological Needs Satisfaction Upon Their Perceived Competence in Information Skills and Intrinsic Motivation for Research (2007) (40)
- Promoting Sex Education Among Teenagers Through an Interactive Game: Reasons for Success and Implications. (2015) (35)
- Relationships among tasks, collaborative inquiry processes, inquiry resolutions, and knowledge outcomes in adolescents during guided discovery-based game design in school (2016) (31)
- Business (Teaching) as Usual Amid the COVID-19 Pandemic: A Case Study of Online Teaching Practice in Hong Kong (2020) (30)
- Reducing digital divide effects through student engagement in coordinated game design, online resource use, and social computing activities in school (2015) (30)
- Supporting Inquiry by Identifying Gaps in Student Confidence: Development of a Measure of Perceived Competence (2001) (21)
- Formal and informal context factors as contributors to student engagement in a guided discovery-based program of game design learning (2013) (19)
- Contribution of Motivational Orientations to Student Outcomes in a Discovery-Based Program of Game Design Learning (2012) (18)
- Teachers’ Professional Development (2017) (15)
- Museums and Design Education: Looking to Learn, Learning to See (2010) (12)
- Sins of omission: Critical informatics perspectives on privacy in e‐learning systems in higher education (2021) (12)
- Converging Trends in Educational and Assistive Technology (2011) (11)
- Twenty-First Century Skills Education in Switzerland: An Example of Project-Based Learning Using Wiki in Science Education (2017) (10)
- Inaugural issue perspectives onInformation and Learning Sciencesas an integral scholarly nexus (2019) (7)
- Plagiarism‐free inquiry project‐based learning with UPCC pedagogy (2016) (7)
- Teaching the future: an educational response to the AHIMA core model. (2011) (7)
- Globaloria Pilot Year One: New Directions for 21st Century Teacher Professional Development (2009) (7)
- Reconstructing digital literacy in a constructionist computer club: the role of motivation, interest, and inquiry in children's purposive technology use (2008) (7)
- Development of High School and Community College Students' Contemporary Learning Abilities in Globaloria-West Virginia (2009) (6)
- Information Uses and Learning Outcomes During Guided Discovery in a Blended E-Learning Game Design Program for Secondary Computer Science Education (2017) (6)
- Bridging formal and informal learning using mobile digital museum trails (2009) (6)
- Reinventing the forum: multiple perspectives, information transmission and new technology (2011) (5)
- Collaborative information seeking in the wild: Middle-schoolers' self-initiated teamwork strategies to support game design (2013) (5)
- Comparison of middle school, high school and community college students' Wiki activity in Globaloria-West Virginia: (pilot year-two) (2009) (5)
- Interview Findings on Middle Schoolers' Collaboration in Self-Organizing Game Design Teams (2013) (5)
- Trials and trails: do HE design students need museum learning resources (2009) (5)
- Personal knowledge management and enactment of personal knowledge infrastructures as shadow IT (2020) (5)
- Perceived competence and reading enjoyment as contributors to information skills and digital technology knowledge (2009) (5)
- Assessment Instruments for Twenty-First Century Skills (2017) (4)
- Beyond Bloom's Taxonomy: Integrating “searching as learning” and e‐learning research perspectives (2018) (4)
- Digital divide, critical‐, and crisis‐informatics perspectives on K‐12 emergency remote teaching during the pandemic (2022) (4)
- Inter-Disciplinary Research on Inquiry and Learning: Information and Learning Sciences Perspectives (2018) (3)
- Designing Socio-Technical Systems to Support Guided "Discovery-Based" Learning in Students: The Case of the Globaloria Game Design Initiative (2013) (3)
- Towards a Marketing Orientation (1991) (3)
- Disinformation detox: teaching and learning about mis- and disinformation using socio-technical systems research perspectives (2022) (2)
- Teens and social media: Where are we now, where next? (2013) (2)
- Museum audios for design students: Auditory wallpaper or effective learning support? (2010) (2)
- How Sustained Engagement in Game Design and Social Media Use Among Diverse Students Can Mitigate Effects of the Digital Divide (2013) (2)
- Twenty-First Century Skills Education in the U.S.: An Example of an Inquiry-Based Game Design Learning Approach (2017) (2)
- Twenty-First Century Skills Education in Hong Kong and Shenzhen, China: Inquiry Project-Based and Collaborative Teaching/Learning Supported by Wiki (2017) (2)
- Changes in Student Attitudes Towards 6 Dimensions of Digital Engagement in a Program of Game Design Learning (2011) (1)
- Don't Give Up: A Case Study on Girls and Video Game Design (2013) (1)
- Defining, designing for, and measuring “social constructivist digital literacy” development in learners: a proposed framework (2016) (1)
- Changes in middle school students' six contemporary learning abilities (6-CLAs) through project-based design of web-games and social media use (2010) (1)
- Understanding and Measuring Student Inquiry and Resource Use Processes , and their Contribution to Outcomes , in “ Guided Discovery-Based ” Learning (2014) (1)
- Contribution of wiki trace and wiki resource use variables towards quality of game design in a guided discovery-based program of game design learning (2013) (1)
- Analyzing student wiki interactions at multiple levels of analysis within an online social network of game design learning: Team, school, and page-level findings. (2011) (1)
- Perceived competence in information skills (PCIS) (2016) (0)
- Contribution of Motivational rientations to tudent utcomes in a Discover Based Pro ram of ame Desi n earnin (2020) (0)
- Sociotechnical systems research: Defining, converging, and researching as a community (2013) (0)
- OBL4HE: students' use of online learning resources and preferences for design and content (2012) (0)
- An exploratory study of middle school students' sensemaking in a collaborative game design educational project (2013) (0)
- Game Design in Media Literacy Education (2019) (0)
- Motivational and demographic contributors to 8th-graders' information literacy (2009) (0)
- Museums and HE: rekindling the romance (2010) (0)
- Guides and Suggestions for Classroom Implementation (2017) (0)
- 4-Does priming increase title awareness ? (2007) (0)
- Possible Contributors to Evaluated Student Outcomes in a Discovery-Based Program of Game Design Learning (2011) (0)
- 21st Century Skills Development Through Fun and Effective Inquiry-Based Learning (2017) (0)
- Cultivating Ecological Literacy: A Critical Framework for Understanding and Addressing Mis‐ and Disinformation (2022) (0)
- Connecting student information resource uses to learning outcomes in guided discovery-based game design (2016) (0)
- Dijk, Jan. (2020). The digital divide. Cambridge, UK: Polity, 208 pp. £17.99 (paperback) (ISBN 9781509534456) (2021) (0)
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