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Level 6: Beyond infinity

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If you want to get serious about games and education, here are some websites, articles, and names to get you started. Do not forget websites on previous levels.

http://www.gamemaker.nl.
http://www.freewebs.com/schoolgamemaker/ Tony Forster’s site
http://billkerr.blogspot.com/ Often blogs on game making
http://cnets.iste.org/students/s_stands.html While not dealing with games, this lists technology standards that students are recommended to learn in school


Bowman, R.F. (1982). A Pac-Man theory of motivation. Tactical implications for classroom instruction. Educational Technology 22(9), 14-17.

Burgo, D., Tattersall, C., & Koper, R. (2005). Re-purposing existing generic games and simulations for e-learning

Clegg, A.A. (1991). Games and simulations in social studies education. . In Shaver, J. P., (Ed). Handbook of research on social studies teaching and learning. <st1:State w:st="on"><st1:place w:st="on">New York</st1:place></st1:State>: Macmillan. Pp. 523-528.

Dickey, M. D. (2005) Engaging by design: How engagement strategies in popular computer and video games can inform instructional design. In Educational Technology Research & Development, 53(2), 67-83. <st1:State w:st="on">New York</st1:State>: Springer

Foreman. Video game studies and the emerging instructional revolution

Frasca, G. (2001b). Videogrames of the oppressed: Videogames as a means for critical thinking and debate. School of Literature, Communication and Culture. Atlanta, Georgia Institute of Technology.

Gee,  J.  P.  (2003). What  videogames  have  to  teach  us  about  learning  and literacy. <st1:State w:st="on"><st1:place w:st="on">New York</st1:place></st1:State>: Palgrave MacMillan.

Gee, J.P. (2005) What Would a State of the Art Instructional Video Game Look Like?. In Innovate Journal of online education. Volume 1. Issue 6. <st1:State w:st="on">Florida</st1:State>: Fischler School of Education and Human Services, Nova Southeastern University

Gouglas, S., Sinclair, S., Ellefson, Ol, & Sharplin, S. Neverwinter Nights in <st1:State w:st="on"><st1:place w:st="on">Alberta</st1:place></st1:State>: Conceptions of narrativity through fantasy role-playing games in a graduate classroom

Gredler, <st1:State w:st="on">M.E.</st1:State> (1996). Educational games and simulations: A technology in search of a research paradigm. In In Jonassen, D.H. (Ed.), Handbook of research for educational communications and technology, p. 521-539. <st1:State w:st="on"><st1:place w:st="on">New York</st1:place></st1:State>: MacMillan.

Halverson. What can K-12 school leaders learn from video games and gaming? Retrieved March 24, 2006 from http://www.innovateonline.info/index.php?view=article&id=81

Hayes, E. Women, Video Gaming & Learning:Beyond Stereotypes. TechTrends 49(5), p. 23-28.

Kafai, Y. The educational potential of electronic games: From games–to–teach to games–to–learn

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Kennedy, David. (2003) Fun is fine: Toward a philosophy of game design. [website], Joystick101, viewed 1 July 2003, http://www.joystick101.org/story/2003/6/19/15443/0550

King. Educators turn to games for help.

Kirriemuir, J. (2002). Video Gaming, Education and Digital Learning Technologies.  D-Lib Magazine, 8. Retrieved January 21, 2005, from http://www.dlib.org/dlib/february02/kirriemuir/02kirriemuir.html.

 Leyland, B. (1996) How can computer games offer deep learning and still be fun. In the conference Ascilite, December 2nd-4th, 1996. Available at [http://www.ascilite.org.au/conferences/adelaide96/papers/14.html]. Last access in November 9th, 2005.

Prensky, M. (2000). Digital game-based learning. McGraw-Hill

Repenning, I. Tutorial: Game design for education

Rieber, L. P. (1996). Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games. Educational Technology Research & Development, 44(2), 43-58.

Schrader, P. G., Zheng, D., & Young, M. Teachers' perceptions of video games: MMOGs and the future of preservice teacher education. Retrieved March 24, 2006 from http://www.innovateonline.info/index.php?view=article&id=125.  

Scott, C. (2003). Can grand theft auto inspire professors? Chronicle of Higher Education 49(49), p 31-33.

Seay, J. (1997). Education and simulation/gaming and computers. Retrieved August, 2002 from http://www.cofc.edu/~seay/cb/simgames.html.

Shaffer, D. W. 2005. Epistemic games. Innovate 1(6). Retrieved March 24, 2006 from http://www.innovateonline.info/index.php?view=article&id=79

More articles

Smedley, T. & Higgins, K. (2005). Virtual technology: Bringing the world into the special education classroom .Intervention in School & Clinic, 41(2), p114-119. Retrieved March 30 from http://library.gcu.edu:2048/login?url=http://search.epnet.com/login.aspx?direct=true&db=aph&an=18886353&loginpage=Login.asp

Squire,  K.  &  Jenkins,  H.  (2004).  Harnessing  the  power  of  games  in education. Insight, 3(1), 5-33.

Squire, K. & Jenkins, H. Games-to-teach project: Year 1 research results (PowerPoint)

Squire, K. (2005) Changing the Game: What Happens When Video Games Enter the Classroom?. In Innovate 1 (6). Florida: Nova Southeastern University. Accessed March 24, 2006 from http://www.innovateonline.info/index.php?view=article&id=82.

Upitis, R. (1998). From hackers to luddites, game players to game creators: profiles of adolescent students using technology. Journal of Curriculum Studies 30 (3) p293-318. Retrieved April 1, 2006 from http://library.gcu.edu:2048/login?url=http://search.epnet.com/login.aspx?direct=true&db=aph&an=7614483&loginpage=Login.asp

Virvou, M., Katsionis, G., & Manos, K. (2005). Combining software games with education: Evaluation of its educational effectiveness. Educational Technology & Society, 8 (2), 54-65.http://www.ifets.info/journals/8_2/5.pdf

Wentworth, D.R. & Lewis, D.R. (1973). A review of research on instructional games and simulations in social studies education. Social Education. P. 432-440.

Yee, N. (2001). The Norathian Scrolls. http://www.nickyee.com/eqt/report.html.


Author: Davene Meehan
Last modified: 5/9/2006 5:26 PM (EST)