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Overview
of the Topic
- Joel Foreman, "Game-Based
Learning: How to Delight and Instruct
in the 21st Century," EDUCAUSE Review,
vol. 39, no. 5 (September/October 2004),
pp. 51–66.
- Diana Oblinger, "Simulations,
Games, and Learning," ELI paper,
May 2006.
- Richard Van Eck, "Digital
Game-Based Learning: It's Not Just the
Digital Natives Who Are Restless,"
EDUCAUSE Review, vol. 41, no. 2 (March/April
2006), pp. 17–30.
- Kendall Whitehouse,
"Web-Enabled
Simulations: Exploring the Learning
Process," EDUCAUSE Quarterly, vol.
28, no. 3 (2005), pp. 20–29.
Access
Presentations
- Marc Prensky, Engage
Me or Enrage Me: Educating Today's Digital
Native Learners, ELI 2006 Annual
Meeting, January 30, 2006.
- Diana Oblinger, Martin
Ringle, Linda Baer, Unlocking
the Potential of Gaming Technology,
ELI 2004 Annual Meeting, January 26,
2004.
- Richard Van Eck, "What
Are We Playing At?: What It Means to
Integrate Games into the Curriculum,
and Why We Should," Seminars on
Academic Computing (SAC), August 2005.
Note: The hyperlink above provides access
to an audio recording of the session
as well as the PowerPoint presentation.
Review
Relevant Web Sites
- The
Education Arcade
The Education Arcade is "an MIT–University
of Wisconsin partnership putting research
into practice," creating the next generation
of educational games.
- Federation
of American Scientists (FAS)
The Federation of American Scientists
Information Technologies Project focuses
"on strategies to intensify and focus
research and development to harness
the potential of emerging information
technologies to improve how we teach
and learn." The Information Technologies
Project area of the FAS Web site contains
the Learning
Federation section with resources
on "Games for Health Resources" and
"Games
for Learning Resources."
- Games
and Culture
Games and Culture is "a new, quarterly
international journal that publishes
innovative theoretical and empirical
research about games and culture within
interactive media. The journal serves
as a premiere outlet for ground-breaking
work in the field of game studies."
- Games-to-Teach
Project
The Games-to-Teach Project was active
primarily between 2001 and 2003, with
a mission to "demonstrate the potential
of interactive, immersive digital games
as an educational medium." The site
contains conclusions on the educational
potential of games that derived from
project research and references to research
articles that were generated.
- Marc
Prensky
Marc Prensky is a leading thinker on
the potential applications of gaming
to learning. He has developed more than
50 computer-based learning games. His
site provides links to the various materials
and resources he has developed on gaming
and learning, including his writings
and blog.
- Pew
Internet & American Life Project
"The Pew Internet & American Life Project
produces reports that explore the impact
of the Internet on families, communities,
work and home, daily life, education,
health care, and civic and political
life. The Project aims to be an authoritative
source on the evolution of the Internet
through collection of data and analysis
of real-world developments as they affect
the virtual world." In addition to reports,
the project site provides access to
a wide range of resources, including
presentations, articles, and survey
data.
- Serious
Games Initiative
"The Serious Games Initiative is focused
on uses for games in exploring management
and leadership challenges facing the
public sector. Part of its overall charter
is to help forge productive links between
the electronic game industry and projects
involving the use of games in education,
training, health, and public policy."
This site has two discussion lists of
note, Games for Health and Games for
Change.
- Serious
Games Source
The CMP Game Group developed the Serious
Games Source Web site as a gaming resource
as games may be used for "training,
health, government, military, educational
and other uses." The Web site is editorially
driven, with the "Features" tab offering
a number of articles related to the
educational use of games.
Related
Writings
- Allan Carpenter and
Helen Windsor, Ahead
of the Game? Games in Education,
Serious Games Source, June 13, 2006.
- Louis Bedigan,Professor
James Paul Gee Shows the World the Importance
of Video Games: Interview with James
Paul Gee, GameZone, July 3, 2003.
- Lori Bell, Tom Peters,
and Kitty Pope, Enjoying
Your First Life? Why Not Add a Second?
Developing Library Services in Second
Life, Serious Games Source, June
30, 2006.
- James Paul Gee, What
Video Games Have to Teach Us About Learning
and Literacy (New York: Palgrave MacMillan,
2003).
- James Paul Gee, Why
Video Games Are Good for Your Soul (Australia:
Common Ground Publishing, 2005).
- Steven Johnson, Everything
Bad Is Good for You, (New York: Penguin
Group, 2005).
- Steve Jones, Let
the Games Begin: Gaming Technology and
Entertainment Among College Students
(Washington, D.C.: Pew Internet & American
Life Project, 2003).
- Henry Kelly, Games,
Cookies, and the Future of Education,
Educational Technology (Summer 2005),
pp. 33–40.
- John Kirriemuir and
Angela McFarlane, Futurelab
Series, Report 8: Literature Review
in Games and Learning (Britsol,
U.K.: Futurelab, 2004).
- Angela McFarlane, Anne
Sparrowhawk, and Ysanne Heald, Report
on the Educational Use of Games: An
Exploration by TEEM of the Contribution
Which Games Can Make to the Education
Process (Cambridge, U.K.: TEEM,
2002) [PDF 815 KB].
- Diana Oblinger, The
Next Generation of Educational Engagement,
Journal of Interactive Media in Education,
8 (2004).
- Ben Sawyer and Jim
Parker, Game
Development Bible (Scottsdale, Ariz.:
Paraglyph Press, 2006).
- David Williamson Shaffer,
Kurt R. Squire, Richard Halverson, and
James P. Gee, "Videogames and the Future
of Learning," October 2005, Phi Delta
Kappan.
- Kurt D. Squire, Changing
the Game: What Happens When Videogames
Enter the Classroom?, Innovate,
vol. 1, no. 6 (August/September 2005).
Simulation
Organizations
These
organizations are examining the role of
simulations in education :
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