LOGO
Agalianos, A., Whitty, G., & Noss, R. (2006). The social shaping of LOGO. Social Studies of Science, 36(2), 241–267.
Papert, S. (1993). The Children's Machine: Rethinking school in the age of the computer. New York: Basic Books.
Papert, S. (1987). Computer criticism vs. technocentric thinking. Educational Researcher, 16(5), 22-30.
Mitterer, J., & Rose-Krasnor, L. (1986). LOGO and the transfer of problem solving: An empirical test. Alberta Journal of Educational Research, 32(3), 176-194.
See also the LOGO Foundation web site.
Cognitive Tutors
Anderson, J. R. (1982). Acquisition of cognitive skill. Psychological Review, 89(4), 369-406.
Anderson, J., Corbett, A. T., Koedinger, K. R., & Pelletier, R. (1995). Cognitive tutors: Lessons learned. the Journal of the Learning Sciences, 4(2), 167-207.
The company that markets the cognitive tutors to schools has a site at http://www.carnegielearning.com/
The U.S. Department of Education's What Works Clearinghouse has a report on the Cognitve Tutor Algebra I curriculum.
There are references to a ton of articles on the basic science behind the tutors at http://act-r.psy.cmu.edu/
Goal-based Scenarios
Kantor, R. J., & Waddington, T. (2000). Fostering the suspension of disbelief: The role of authenticity in goal-based scenarios. Interactive Learning Environments, 8(3), 211-227.
C., S. R., Fano, A., Bell, B. L., & Jona, M. K. (1994). The design of goal based scenarios. The Journal of the Learning Sciences, 3(4), 305-345.
Bell, B. L., & Bareiss, R. (1993). Sickle cell counselor: using goal-based scenarios to motivate the exploration of knowledge in a museum context. Paper presented at the World Conference on AI in Education, Edinburgh, UK.
Schank, R. C. (1982). Dynamic memory: A theory of reminding and learning in computers and people. Cambridge: Cambridge University.
Freedman, David (1994, August). The Schank Tank. Wired Magazine.
Chris Riesbeck at Northwestern maintains a web site on the INDIE GBS-building tool (on which Is it A Rembrandt is based), including a complete list (with descriptions and screen shots) of all the INDIE-based GBSs made.They cover an impressive spectrum.
Schank held the position of Chief Learning Officer at Trump University and runs an e-learning consulting company called Socratic Arts.
Schank served as a commentator/co-host on a CNBC TV series called "the Business of Innovation"
Visit Schank's blog, "Education Outrage"
Anchored Instruction
Cognition and Technology Group at Vanderbilt (2000). Adventures in Anchored Instruction: Lessons from Beyond the Ivory Tower. In Robert Glazer (ed.) Advances in Instructional Psychology: Educational Design and Cognitive Science, Volume 5, pp. 35-99. Mahwah, NJ: Lawrence Erlbaum.
Crewes, T.D., Biswas,G.,Goldman, S., Bransford, J. (1997). Anchored Interactive Learning Environments. International Journal of Artificial Intelligence in Education v. 8, pp. 142-178
Cognition and Technology Group at Vanderbilt. (1994). The Jasper Project: Lessons in Curriculum, Instruction, Assessment, and Professional Development. Mahwah, NJ: Lawrence Erlbaum Associates. (Chapter 4 discusses the evaluation work on Jasper in some detail)
The Jasper series is currently marketed by Discovery Education. Visit http://www.thinklinklearning.com/corporate/jasper.html
Knowledge Building
Scardamalia, M., & Bereiter, C. (2003). Knowledge building. In Encyclopedia of Education (2nd ed., pp. 1370-1373). New York: Macmillan Reference.
Scardamalia, M., & Bereiter, C. (1994). Computer support for knowledge-building communities. Journal of the Learning Sciences, 3(3), 265-283.
Bereiter, C., & Scardamalia, M. (1993). Surpassing ourselves: An inquiry into the nature and implications of expertise. La Salle, IL: Open Court.
A large amount of material is also available at http://ikit.org/
Telementoring
Single, P. B., & Single, R. M. (2005). E-mentoring for social equity: review of research to inform program development. Mentoring & Tutoring, 13(2), 301-320.
O'Neill, D. K., Weiler, M. J., & Sha, L. (2005). Software support for online mentoring programs: A research-inspired design. Mentoring & Tutoring, 13(1), 109-131.
O'Neill, D. K. (2004). Building social capital in a knowledge-building community: Telementoring as a catalyst. Interactive Learning Environments, 12(3), 179-208.
For more references, see:
The web site of the Elecronic Emissary project.
The web site of the International Telementor Program, probably the largest continuously-run telementoring program in the world.
My web site, http://www.telementoring.ca/
Games for Learning
Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macmillian. (See also this short video clip of Gee.)
de Castell, S. & Jenson, J. (Eds.) 2007. Worlds in Play: International Perspectives on Digital Games Research. Peter Lang.
Computers in Entertainment, a magazine published by the Association for Computing Machinery.
http://www.educationarcade.org/
The Macarthur Foundation's initiative on Digital Media and Learning