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Some of these resources have been compiled from Marc Prensky's resource site, which is cited further down on this page.

If you are aware of additions, please send them to info@digitecinteractive.com.

 

ORGANIZATIONS AND ACADEMIA - PROJECTS AND PRODUCTS

BECTA - British Educational Computer and Technology Association (UK)
www.becta.org.uk

DigiPlay - Universities of Manchester and Central Lancashire (UK)
www.digiplay.org.uk

E-GEMS - Electronic Games for Education in math and Science (U of British Columbia, Canada)
taz.cs.ubc.ca/egems/home.html

e-Cybermission - Math and Science learning
www.ecybermission.com

MIT Games To Teach Project (Massachusetts Institute of Technology, Microsoft) (US)
cms.mit.edu/games/education/

TEEM - Teachers Evaluating Educational Multimedia (UK)
www.teem.org.uk

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ARTICLES, REPORTS, AND PAPERS - ONLINE

Amory, Alan, Kevin Naicker, Jackie Vincent and Claudia Adams. Computer Games as a Learning Resource (South Africa)

BBC. Learning Games Do Not Boost Results - BBC News 11-26-01

Chao, Dennis. Doom as an Interface for Process Management , U of New Mexico 2001

Deutsch, David. Taking Children Seriously: Video Games: Harmfully Addictive or a Unique Educational Environment?. 1992

Gardner, Patrick. Games With A Day Job: Putting the Power of Games to Work (Sweden)

Jenkins, Henry. A Game Theory On How To Teach Kids , MIT Technology Review April 1, 2002

Kawashima, Ryuta. Computer Games Stunt Student Brains - Description of Ryuta Kawashima's Research, The Observer, 8-8-01

Kafai, Yasmin. The Educational Potential of Electronic Games: From Games-To-Teach to Games-To-Learn UCLA K•I•D•S

Keighly, Geoff. Millenium Gaming GameSpot, December 2000

Kirriemuir, John. Video gaming, education and digital learning technologies: relevance and opportunities, lib magazine, February 2002.

Kirriemuir, John. The relevance of gaming and gaming consoles to the Higher and Further Education learning experience, -JISC Techwatch commissioned report, April 2002

Koster, Ralph, Game Design papers

Lewis, David. Video Games 'Valid learning Tools' - BBC report of Sony Research by David Lewis

Maloof, Christine and Gabriel, Deborah. Bridging Schools and Homes: the Lightspan Project, 9-1-98

MacFarlane, Angela Video Games 'Stimulate Learning'. BBC News, 3-18-02

Prensky, Marc. Digital Natives, Digital Immigrants, On the Horizon, 9:5, Sept-Oct 2001

Prensky, Marc. Do They REALLY Think Differently? On the Horizon, 9:6, Nov-Dec 2001

Prensky, Marc. The Motivation of Gameplay On the Horizon, Vol 10, No 1

Prensky, Marc. Not Only The Lonely: implications of "social" online activities for higher education On the Horizon, Vol 10, No 4

Prensky, Marc. Open Collaboration On the Horizon, Vol 10, No 3

Prensky, Marc. Simulations: Are They Games? From Digital Game-Based Learning

Prensky, Marc. Types of Learning and Possible Game Styles Digital Game-Based Learning

Prensky, Marc Why Games Engage Us from Digital Game-Based Learning

Prensky, Marc. Why NOT Simulation

Robson, Robby. 'No Significant Difference' Phenomenon - Online and offline learning have same results

Sawyer, Ben. Serious Games: Improving Public Policy through Game-Based Learning and Simulation, Woodrow Wilson International Center for Scholars.

Squire, Kurt. Games in Instructional Technology

Travis, Alan. Zap! Go to the Top of the Class - Alan Travis, The Guardian 3-24-2001

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ARTICLES, REPORTS, AND PAPERS - NOT ONLINE

Bisson, Christian, and John Luckner, "Fun in Learning: The Pedagogical Role of Fun in Adventure Education," Journal of Experimental Education, Vol. 9, No. 2, 1996 pp 108-112

.Bloom B. S., "The Two Sigma Problem: The Search for Methods of Group Instruction as Effective as One-to-One Tutoring," Educational Researcher, Vol. 13, Nos. 4-6, 1984.

Cash, R. Joseph, Behrmann, B. Michael, Stadt, W. Ronald & Daniels, M. Harry (Southern Illinois University), "Effectiveness of Cognitive Apprenticeship Instructional Methods in College Automotive Technology Classroom." Journal of Industrial Teacher Education (34,2) 1997, p. 29-49.

Filipczak, Bob, "Training Gets Doomed," Training, August 1997.

Fister, Sarah, "CBT Fun and Games," Training, May 1999.

Hensgens Jan, Van Rosmalen, Perter & Van Der Baaren John. "Authoring for Simulation-Based Learning" Instructional Science (23) 1995 p. 269-296.

Janz D. Brian & Wetherbe C. James. "Motivating, Enhancing and Accelerating Organizational Learning: Improved Performance Through User-Engaging Systems". The University of Memphis Tennessee , 1999.

Knotts, Jr. S. Ulysses & Keys J. Bernard. "Teaching Strategic Management with a Business Game." Simulation & Gaming (28,4) 1997, p. 337-393.

Lieberman, Debra A., "Health Education Video Games for Children and Adolescents: Theory, Design and Research Findings," paper presented at the annual meeting of the International Communications Association, Jerusalem, 1998.

Lipson, Ashley S., "The Inner Game of Educational Computer Games," self-published paper, no date.

Malone, Thomas W., "Towards a Theory of Intrinsic Motivation," Cognitive Science 4, 1981, pp. 333-369.

Malone, Thomas W., "What Makes Computer Games Fun?," Byte, December 1981.

Masie, Elliot, "The "e" in e-learning stands for 'E'xperience," TechLearn TRENDS, Special Report, Oct. 20, 1999.

Papert, Seymour, "Does Easy Do It? Children Games and Learning," in Game Developer Magazine, June 1998.

Peters, Richard. "Modeling to Enhance Critical Thinking and Decision Making Skills Development in the Instructional Process": The Social Studies 1987.

Saltzman, Marc, Game Design Secrets of the Sages

Schank, Roger C., "What We Learn When We Learn by Doing," The Institute for the Learning Sciences, Technical Report #60, October 1994.

Starbuck, William H., and Jane Webster, "When Is Play Productive?," in Accounting, Management and Information Technology, Vol. 1, No. 1, 1991.

Westera, Wim & Sloep B. Perter. "The Virtual Company: Toward a Self-Directed Competence-Based Learning Environment in Distance Education." Educational Technology January-February 1998, p.32-36.

Wolfe, Joseph. "The Effectiveness of Business Games in Strategic Management Course Work". Simulation & Gaming December 1997, P. 360-373.

"Television in the Home, 1998: Third Annual Survey of Parent and Children," Annenburg Policy Center, June 22, 1998

Video Games and the Elusive Search for their Effects on Children: An Assessment of Twenty Years of Research

Sylwester, Robert, Bioelectronic Learning :The Effects of Electronic Media on a Developing Brain. Technos Quarterly, 6:2 1997

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BOOKS

Goldstein, Jeffrey and Joost Raessens, eds. Handbook of Computer Game Studies, MIT Press, 2003.

Rollings, Andrew and Ernest Adams, Andrew Rollings and Ernest Adams on Game Design, New Riders, 2003.

Salin, Katie and Eric Zimmerman, Rules of Play, MIT Press, 2003.

Wolf, Mark and Perron, Bernard, eds., The Video Game Theory Reader, Routledge, 2003.

PUBLISHED:
(Note: Some of these authors, especially Provenzo, Healy and Stoll, are nay-sayers)

Ackerman, Diane, Deep Play, Random House, 1999.

Avedon, Elliot and Brian Sutton-Smith eds., The Study of Games, Wiley & Sons, 1971.

Bennehum, David S., Extra Life, Coming of Age in Cyberspace, Basic Books, 1998.

Bruer, John T., The Myth of the First Three Years, The Free Press, 1999.

Caillois, Roger, Man, Play and Games, Free Press, 1961

Caine, Rennate Numela and Geoffrey Caine, Making Connections: Teaching and the Human Brain, Addison Wesley, 1991.

Cassell, Justine, and Henry Jenkins, eds., From Barbie to Mortal Kombat: Gender and Computer Games, MIT Press, 1998.

Crawford, Chris, The Art of Computer Game Design, Osborne/McGraw-Hill 1982.

Crawford, Chris, The Art of Interactive Design, No Starch Press, 2002.

Csikszentmihalyi, Mihaly, Flow: the Psychology of Optimal Experience, Harper & Row, 1990.

Darley, Andrew, Visual Design Culture: Surface Play and Spectacle in New Media Genres, Routledge, 2000.

Davis, Stan, and Jim Botkin, The Monster Under the Bed, Simon & Schuster, 1994.

Dewey, John, Democracy and Education; An Introduction to the Philosophy of Education, New York, Macmillan, 1916

Diamond, Marian, Enriching Heredity: The Impact of the Environment on the Anatomy of the Brain, The Free Press, 1988.

Dodsworth, Clark, ed., Digital Illusion: Entertaining the Future with High Technology, Addison-Wesley, 1997.

Erlbach, Arlene, Video Games - How It's Made, Lerner, 1994

Faber, Liz, Computer Games Graphics, Watson-Guptill, 1998

Gopnick, Alison, Andrew N. Meltzoff, and Patricia K. Kuhl, The Scientist in the Crib: Minds, Brains, and How Children Learn, William Morrow, 1999.

Greenfield, Patricia M., Mind and Media: The Effects of Television, Video Games and Computers, Harvard, 1984.

Greenfield Patricia M., and Rodney R. Cocking, Eds., Interacting with Video, Ablex, 1996.

Healy, Jane M. , Endangered Minds: Why Children Don't Think and What We Can Do About It, Simon & Schuster, 1990.

Healy, Jane M., Failure to Connect: How Computers Affect Our Children's Minds and What We Can Do About It, Simon & Schuster, 1998.

Herman, Leonard, Phoenix: The Fall and Rise of Videogames, Rolenta Press, 1997

Herz, J. C., Joystick Nation, How Videogames Ate Our Quarters, Won Our Hearts and Rewired Our Minds, Little Brown, 1997.

Huizinga, Johan, Homo Ludens: A Study of the Play Element in Culture, Beacon, 1955.
Jensen, Eric, Brain-Based Learning, The Brain Store, 2000.

Kinder, Marsha, Playing With Power in Movies Television and Videogames, U Cal, 1991.

Levin, Madeline, See No Evil: A Guide to Protecting Our Children from Media Violence, Jossey-Bass, 1998.

Loftus, Geoffrey, and Elizabeth R. Loftus, Mind at Play: The Psychology of Video Games, Basic Books, 1983.

McCloud, Scott, Understanding Comics: The Invisible Art, Kitchen Sink Press, 1993.

McLuhan, Marshall, Understanding Media, Routledge and Kegan Paul, 1964.

McLuhan, Marshall, and Quentin Fiore, War and Peace in the Global Village, 1968 (reprinted by Hardwired, 1997.)

McLuhan, Marshall, and Quentin Fiore, The Medium Is the Massage: An Inventory of Effects, Bantam Books, 1967.

Mencher, Marc, Get in the Game! Careers in the Game Industry, Pearson, 2002.

Modeling and Simulation: Linking Entertainment and Defense, National Academy Press, 1997.

Murray, Janet H., Hamlet on the Holodeck: The Future of Narrative in Cyberspace, MIT, 1997.

Negroponte, Nicholas, Being Digital, Vintage, 1996.

Olesky, Walter, Video Game Designer ("Cool Careers") Rosen, 2000.

Osofsky, Joy D., ed., Children in a Violet Society, Guilford, 1998.

Papert, Seymour, The Children's Machine. Basic Books, 1992.

Pesce, Mark, The Playful World: How Technology is Transforming Our Imagination, Ballentine, 2000.

Poole, Steven, Trigger Happy: Videogames and the Entertainment Revolution, Arcade, 2000.

Postman, Neil, Amusing Ourselves to Death, Penguin, 1985.

Postman, Neil, The End of Education, Alfred A. Knopf, 1995.

Prensky, Marc, Digital Game-Based Learning, McGraw-Hill, 2001.

Provenzo, Eugene, Video Kids - Making Sense of Nintendo, Harvard, 1991.

Rollings, Andrew and Dave Morris, Game Architecture and Design, Coriolis, 1999.

Rouse, Richard III. Game Design: Theory & Practice, Wordware, 2003.

Rose, Colin & Malcolm J. Nicholl., Accelerated Learning for the 21st Century, Dell, 1997.

Salzman, Marc, ed., Game Design: Secrets of the Sages, Brady Games 1999.
Schank, Roger, Virtual Learning, McGraw-Hill 1997.

Sheff, David, Video games: A Guide for Savvy Parents, Random House Trade, 1994.

Sheff, David and Andy Eddy, Game Over: Press Start to Continue, Hodder and Stoughton, 1999.

Skurzynski, Gloria, Know the Score: Videogames in Your High Tech World, Bradbury, 1994.

Smith, Frank, The Book of Learning and Forgetting, TC Press, Columbia University, 1998.

Stoll, Clifford, High Tech Heretic: Why Computers Don't Belong in the Classroom and Other Reflections by a Computer Contrarian, Doubleday, 1999.

Sudnow, David, Pilgrim in the Microworld: Eye, Mind, and the Essence of Video Skill, Heinemann, 1983.

Tapscott, Don, Growing Up Digital: The Rise of the Net Generation, McGraw-Hill, 1998.

Turkle, Sherry, The Second Self: Computers and the Human Spirit, Simon and Schuster, 1984.

Turkle, Sherry, Life on the Screen: Identity in the Age of the Internet, Weidenfeld & Nicholson, 1995.

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RESOURCE SITES

Digital Games Research Organization (DiGRA)

International Game Developers Association (IGDA)

Ceangal (UK)

www.marcprensky.com/writing/default.asp

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