From 4e8bb14baec45a2826e6e412eb19a13f7e538fb0 Mon Sep 17 00:00:00 2001 From: temene Date: Tue, 26 Oct 2021 18:26:41 +0200 Subject: reference formatting fixed --- 2021/talks/adventure.md | 62 ++++++++++++++++++++++++------------------------- 1 file changed, 31 insertions(+), 31 deletions(-) diff --git a/2021/talks/adventure.md b/2021/talks/adventure.md index 6047a085..1b821c8c 100644 --- a/2021/talks/adventure.md +++ b/2021/talks/adventure.md @@ -43,38 +43,38 @@ Emacs does not limit any imaginable type of interactivity and promotes a diversi # References -* General workflow and fun: - - Bin, C. (2020). Mastering Emacs in one year. . Accessed 25 October 2021. - - Gaffney, N. (2019). Oblique strategies. . Accessed 25 October 2021. - - Goetz, G. (2021). Additional references: A back-to-school/GTD Emacs journey. . Accessed 25 October 2021. - - Guerry, B. (2020). Org-mode features you may not know. . Accessed 25 October 2021. - - Kaiser, K. (2017). Writing a technical book in Emacs and Org-mode. . Accessed 25 October 2021. - - Planet Emacs Life. . Accessed 25 October 2021. - - Stavrou, P. My packages for GNU Emacs. . Accessed 25 October 2021. - - Wellons, C. Emacs articles. . Accessed 25 October 2021. - -* On TEL design: - - Caillet, E. (2008). L’exposition, le musée: L’éducation informelle comme école de l’éducation formelle. In Andler, D. & Guerry, B. (Eds.). *Apprendre demain: Sciences cognitives et éducation à l’ère numérique*, 137-154. Paris: Hatier. - - Crichton, M. (1983). *Electronic life*. New York: Knopf. - - De Bono, E. (2009). *Think! Before it's too late*. London: Random House. - - Engelbart, D. (1962). *Augmenting human intellect: A conceptual framework*. Menlo Park: Stanford Research Institute. - - Drosos, I. & Guo, P. (2021). Streamers teaching programming, art, and gaming: Cognitive apprenticeship, serendipitous teachable moments, and tacit expert knowledge. IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC), short paper, 2021. . Accessed 25 October 2021. - - Gabriel, R. (1996). *Patterns of software*. New York, Oxford: Oxford University Press. - - Goodyear, P. & Retalis, S. (2010). Learning, technology and design. In Goodyear, P. & Retalis, S. (Eds.). *Technology-enhanced learning: Design patterns and pattern languages*, 1-27. Rotterdam, Boston: Sense Publishers. - - Guerry, B. & Gaume, N. (2008). Ce que les jeux vidéo nous apprennent. In Andler, D. & Guerry, B. (Eds.). *Apprendre Demain: Sciences cognitives et éducation à l’ère numérique*, 155-159. Paris: Hatier. - - Guo, P. (2018). Students, systems, and interactions: Synthesizing the first +## General workflow and fun: +- Bin, C. (2020). Mastering Emacs in one year. . Accessed 25 October 2021. +- Gaffney, N. (2019). Oblique strategies. . Accessed 25 October 2021. +- Goetz, G. (2021). Additional references: A back-to-school/GTD Emacs journey. . Accessed 25 October 2021. +- Guerry, B. (2020). Org-mode features you may not know. . Accessed 25 October 2021. +- Kaiser, K. (2017). Writing a technical book in Emacs and Org-mode. . Accessed 25 October 2021. +- Planet Emacs Life. . Accessed 25 October 2021. +- Stavrou, P. My packages for GNU Emacs. . Accessed 25 October 2021. +- Wellons, C. Emacs articles. . Accessed 25 October 2021. + +## On TEL design: +- Caillet, E. (2008). L’exposition, le musée: L’éducation informelle comme école de l’éducation formelle. In Andler, D. & Guerry, B. (Eds.). *Apprendre demain: Sciences cognitives et éducation à l’ère numérique*, 137-154. Paris: Hatier. +- Crichton, M. (1983). *Electronic life*. New York: Knopf. +- De Bono, E. (2009). *Think! Before it's too late*. London: Random House. +- Engelbart, D. (1962). *Augmenting human intellect: A conceptual framework*. Menlo Park: Stanford Research Institute. +- Drosos, I. & Guo, P. (2021). Streamers teaching programming, art, and gaming: Cognitive apprenticeship, serendipitous teachable moments, and tacit expert knowledge. IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC), short paper, 2021. . Accessed 25 October 2021. +- Gabriel, R. (1996). *Patterns of software*. New York, Oxford: Oxford University Press. +- Goodyear, P. & Retalis, S. (2010). Learning, technology and design. In Goodyear, P. & Retalis, S. (Eds.). *Technology-enhanced learning: Design patterns and pattern languages*, 1-27. Rotterdam, Boston: Sense Publishers. +- Guerry, B. & Gaume, N. (2008). Ce que les jeux vidéo nous apprennent. In Andler, D. & Guerry, B. (Eds.). *Apprendre Demain: Sciences cognitives et éducation à l’ère numérique*, 155-159. Paris: Hatier. +- Guo, P. (2018). Students, systems, and interactions: Synthesizing the first four years of Learning@Scale and charting the future. L@S 2018, June 26–28, 2018, London, United Kingdom. DOI: https://doi.org/10.1145/3231644.3231662. . Accessed 25 October 2021. - - Guo, P., Kim, J. & Rubin, R. (2014). How video production affects student engagement: An empirical study of MOOC videos. ACM Conference on Learning at Scale. . Accessed 25 October 2021. - - Illich, I. (1973). *Tools of conviviality*. New York: Harper & Row. - - Kim, J., Guo, P., Seaton, D., Mitros, P., Gajos, K. & Miller, R. (2014). Understanding in-video dropouts and interaction peaks in online lecture videos. ACM Conference on Learning at Scale. . Accessed 25 October 2021. - - Markauskaite, L. & Goodyear, P. (2017). *Epistemic fluency and professional education: innovation, knowledgeable action and actionable knowledge*. Dordrecht: Springer. - - Markel, J. & Guo, P. (2020). Designing the future of experiential learning environments for a post-COVID world: A preliminary case study. NFW ’20 (Symposium on the New Future of Work), August 3–5, 2020, Virtual Event. . Accessed 25 October 2021. - - Morin, E. ([2004] 2008). *La Méthode - tome 6: Éthique*. Éditions du Seuil: Paris. - - Stallman, R. (2002). *Free software, free society*. GNU Press, Free Software Foundation. - - Stiegler, B. (2018). *The neganthropocene*. Open Humanities Press. - - Trocmé-Fabre, H. (1999). *Réinventer le métier d’apprendre*. Paris: Éditions d’organisation. - - Vygotsky, L. (1979). *Mind in society: The development of higher psychological processes*. Cambridge and London: Harvard University Press. - - Wang, S. (2020). Open knowledge. Hope in Source. . Accessed 25 October 2021. +- Guo, P., Kim, J. & Rubin, R. (2014). How video production affects student engagement: An empirical study of MOOC videos. ACM Conference on Learning at Scale. . Accessed 25 October 2021. +- Illich, I. (1973). *Tools of conviviality*. New York: Harper & Row. +- Kim, J., Guo, P., Seaton, D., Mitros, P., Gajos, K. & Miller, R. (2014). Understanding in-video dropouts and interaction peaks in online lecture videos. ACM Conference on Learning at Scale. . Accessed 25 October 2021. +- Markauskaite, L. & Goodyear, P. (2017). *Epistemic fluency and professional education: innovation, knowledgeable action and actionable knowledge*. Dordrecht: Springer. +- Markel, J. & Guo, P. (2020). Designing the future of experiential learning environments for a post-COVID world: A preliminary case study. NFW ’20 (Symposium on the New Future of Work), August 3–5, 2020, Virtual Event. . Accessed 25 October 2021. +- Morin, E. ([2004] 2008). *La Méthode - tome 6: Éthique*. Éditions du Seuil: Paris. +- Stallman, R. (2002). *Free software, free society*. GNU Press, Free Software Foundation. +- Stiegler, B. (2018). *The neganthropocene*. Open Humanities Press. +- Trocmé-Fabre, H. (1999). *Réinventer le métier d’apprendre*. Paris: Éditions d’organisation. +- Vygotsky, L. (1979). *Mind in society: The development of higher psychological processes*. Cambridge and London: Harvard University Press. +- Wang, S. (2020). Open knowledge. Hope in Source. . Accessed 25 October 2021. # Availability and preferred Q&A approach -- cgit v1.2.3