References and suggested readings
- Bain, K. (2004). What the best college teachers do. Cambridge, MA: Harvard University Press.
- Brumberger, E. (2011). Visual literacy and the digital native: An examination of the millenial learner. Journal of Visual Literacy, 30(1), 19–47. doi: 10.1080/23796529.2011.11674683
- Comadena, M. E., Hunt, S. K., & Simonds, C. J. (2007). The effects of teacher clarity, nonverbal immediacy, and caring on student motivation, affective, and cognitive learning. Communication Research Reports, 24(3), 241–248. doi: 10.1080/08824090701446617
- Draus, P. J., Curran, M. J., & Trempus, M. S. (2014). The influence of instructor-generated video content on student student satisfaction with and engagement in asynchronous online classes. MERLOT Journal of Online Learning and Teaching, 10(2), 240–254.
- McGreevy, L. H. (2015, February 4). Learning management system adoption on the rise, gamification trending. Fierce Content Management. Retrieved from http://www.fiercecontentmanagement.com/story/learning-management-system-adoption-rise-gamification-trending/2015-02-04
- PC Magazine. (n.d.). Definition of Easter Egg. Retrieved from https://www.pcmag.com/encyclopedia/term/42295/easter-egg
- Rawlins, W. K. (2000). Teaching as a mode of friendship. Communication Theory, 10(1), 5–26. doi: 10.1111/j.1468-2885.2000.tb00176.x
- RT Staff. (2018, April 2). Ready Player One Easter Egg rundown: How many did you catch? Retrieved from https://editorial.rottentomatoes.com/article/read-player-one-easter-egg-rundown-how-many-did-you-catch/
- Thompson, B. (2007). The syllabus as a communication document: Constructing and presenting the syllabus. Communication Education, 56(1), 54–71. doi: 10.1080/03634520601011575
- Wolf, M. J. P. (2012). Encyclopedia of video games: The culture, technology, and art of gaming. Westport, CT: Greenwood.