ORGANIZATIONS AND ACADEMIA - PROJECTS
AND PRODUCTS
ARTICLES, REPORTS, AND PAPERS
- ONLINE
ARTICLES, REPORTS, AND PAPERS
- NOT ONLINE
Books
Resource Sites |
Resources
Subscribe to our blog on eLearning and game-based learning:
http://www.knowledgedirectweb.com/blog
Subscribe to the Fuse | our industry e-mail newsletter on eLearning and what’s new at Digitec Interactive.
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
Back [to top]
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
Back [to top]
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
Back [to top]
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.
Back [to top]
RESOURCE SITES
Digital
Games Research Organization (DiGRA)
International
Game Developers Association (IGDA)
Ceangal
(UK)
www.marcprensky.com/writing/default.asp
Back [to top]
|
 |