Situated Learning: Legitimate Peripheral Participation The Future Just Happened Young people and New Media Young people, New Media: Final Report of the Project 'Children Young People and the Changing Media Environment, Cyberspace Divide: Equality, Agency and Policy in the Information Society, 1991. ,
DOI : 10.1017/CBO9780511815355
Pedagogy, Printing and Protestantism: The Discourse on Childhood Generation Flash, 1989. ,
Information Technology and Authentic Learning: Realising the Potential of Computers in the Primary Classroom TV is Good for Your Kids No Sense of Place: The Impact of Electronic Media on Social Behaviour On literacy and the social organisation of knowledge inside and outside school, Language and Education, vol.15, issue.2, pp.146-161, 1985. ,
DOI : 10.4324/9780203440674
Fun and games are serious business, in: Sefton-Green, J (1998) (ed) Digital Diversion; Youth Culture in the Age of Multimedia O'Hear, S and Sefton-Green, J, 1998. ,
Doing Literacy Online Computer play looks like a good thing The Children's Machine: Rethinking School in the Age of the Computer Trigger Happy: the Inner Life of Video Games Video Kids: Making Sense of Nintendo, Research and Marketing Strategy. Project: Community Spirit, 1991. ,
Learning Together Born Clicking: Are Kids Smarter than Adults High Technology and Low-Income Communities: Prospects for the Positive use of Advanced Information Technology Interactive Leisure: Market Forecasts 1999-2003 Language, Classrooms and Computers The Social Life of Information From hardware to software: the resource problem Young People, Creativity and New Technologies: The Challenge of Digital Arts Initiation rites: a small boy in a poke-world (ed) Nintentionality or Pikachu's Global Adventure Digital visions: children's 'creative' uses of multimedia technologies Edit Play: How Children use Edutainment Software to Tell Stories Informal learning: substance or style? Teaching Education, Musings on LINUX and the Open Source by an Accidental Revolutionary Digital Diversions: Youth Culture in the Age of Multimedia British Film Institute Sefton-Green, pp.37-52, 1993. ,
Consuming Technologies: Media and Information in Domestic Spaces Routledge Snyder, I (1997) (ed) From Page to Screen: Taking Literacy into the Electronic Era, 1992. ,
DOI : 10.4324/9780203401491
Video Games in Education Available at http://cms.mit A window on learning with computers in the home Growing Up Digital: The Rise of the Net Generation Fruit Bats, Cats, and Naked Mole Rats: Lifelong Learning at the Zoo. www.ericfacility.net/databases, ImpaCT2: Pupils' and Teachers' Perceptions of ICT in the Home The Internet as Artefact: Immediacy, Evolution, and Educational Contingencies, or 'The Wrong Tool for the Right Job?' Paper Presented to the American Educational Research Association Annual Meeting, 1994. ,
Young Children Learning Second Edition An American Otaku (or, a boy's virtual life on the net), in: Sefton- Green, Digital Diversion: Youth Culture in the Age of Multimedia, 1998. ,
Masculinity, Maturity, and the End of Pokémon (ed) Nintentionality or Pikachu's Global Adventure Life on Screen: Identity in the Age of the Internet Mind in Society Theories of the Information Society, Nintentionality or Pikachu's Global Adventure Literature Review in Thinking Skills, Technology and Learning, 1962. ,