Games and Learning

This space is currently reserved for resources on Games and Education as provided by the members of the Games & Learning Constituent Group.

The following resources are not endorsed by EDUCAUSE, the EDUCAUSE Games & Learning Constituent Group, or anyone affiliated with either organization.  The information listed here is for informational purposes only.

Here are some headers I rely on:

  • Games & Learning Defined (Game-based learning, Gamification, Games & Learning, etc)

  • games as learning objects

  • games as objects of study

  • learning from games' pedagogy

  • games in the library

 

RESOURCES

I'd like to suggest that we provide tags for what type of course each resource would be best applied to. For example, if it's designed for an online course, we could indicate it using an icon or text. That would help to organize the resources. Either that, or we could provide resource headers for online, residential, blended, or all. (Bailey)

BOOKS

  • Bogost, I. (2010). Persuasive Games: The Expressive Power of Videogames. Cambridge, MA: The MIT Press.
  • Gee, J. P. (2007). What Video Games Have to Teach Us About Learning and Literacy. Basingstoke: Palgrave Macmillan Trade.
  • Gray, D., Brown, S., & Macanufo, J. (2010). Gamestorming: A Playbook for Innovators, Rulebreakers, and Changemakers. Sebastopol, Calif.: O’Reilly Media.
  • Herz, J. C. (1997). Joystick Nation: How Videogames Ate Our Quarters, Won Our Hearts, and Rewired Our Minds. Boston: Little, Brown and Company.
  • Ifenthaler, D., Eseryel, D., & Ge, X. (2012). Assessment in Game-Based Learning: Foundations, Innovations, and Perspectives. New York: Springer.
  • Juul, J. (2013). The Art of Failure: An Essay on the Pain of Playing Video Games. Cambridge, Mass: The MIT Press.
  • Kirkpatrick, G. (2014). Computer Games and the Social Imaginary. Malden, Mass: Polity Press.
  • Prensky, M. (2007). Digital Game-Based Learning. St. Paul, Minn.: Paragon House.
  • Ryan, M.-L. (2003). Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media. Baltimore: Johns Hopkins University Press.
  • Salen, K., & Zimmerman, E. (2003). Rules of Play: Game Design Fundamentals. Cambridge, Mass.: The MIT Press.
  • Shute, V., & Ventura, M. (2013). Stealth Assessment: Measuring and Supporting Learning in Video Games. MIT Press.
  • Squire, K. (2011). Video Games and Learning: Teaching and Participatory Culture in the Digital Age. New York: Teachers College Press.
  • Steinkuehler, C., Ph.D, K. S., & Ph.D, S. B. (2014). Games, Learning, and Society: Learning and Meaning in the Digital Age. Cambridge: Cambridge University Press.
  • Tobias, S., & Fletcher, J. D. (2011). Computer Games and Instruction. IAP - Information Age Publishing, Inc.
  • Whitton, N. (2014). Digital Games and Learning: Research and Theory. Routledge.
  • Wolf, M. J. P., & Baer, R. H. (2002). The Medium of the Video Game. Austin: University of Texas Press.

JOURNALS

  • Games and Culture http://gac.sagepub.com/(Your library may have a subscription you can access online. There's a table of contents alert service so you get new article titles delivered via email.)
  • Simulation and Gaming http://sag.sagepub.com/ (Your library may have a subscription you can access online. There's a table of contents alert service so you get new article titles delivered via email.)

ARTICLES AND REPORTS

  • Jacobson, A. R., Militello, R., & Baveye, P. C. (2009). Development of computer-assisted virtual field trips to support multidisciplinary learning. Computers & Education, 52(3), 571-580.
  • O’Donovan, S., Gain, J., & Marais, P. (2013). A Case Study in the Gamification of a University-level Games Development Course. In Proceedings of the South African Institute for Computer Scientists and Information Technologists Conference (pp. 242–251). New York, NY, USA: ACM. doi:10.1145/2513456.2513469
  • Oussena, S., Kim, H., & Clark, T. (2011, October). Exploiting Student Intervention System Using Data Mining. In IMMM 2011, The First International Conference on Advances in Information Mining and Management (pp. 131-137).
  • Pathak, A., & Cavallaro, F. (2006). Teaching Conflict Resolution: A Study of Two Interactive Methods. The Asian ESP Journal, 2(1)
  • Tao, Y. H., Cheng, C. J., & Sun, S. Y. (2009). What influences college students to continue using business simulation games? The Taiwan experience. Computers & Education, 53(3), 929-939.
    http://dx.doi.org/10.1016/j.compedu.2009.05.009
  • Whitson, J. (2013). Gaming the Quantified Self. Surveillance & Society, 11(1/2)
  • Wohn, D. Y., Lampe, C., Wash, R., Ellison, N., & Vitak, J. (2011, January). The" S" in Social Network Games: Initiating, Maintaining, and Enhancing Relationships. In System Sciences (HICSS), 2011 44th Hawaii International Conference on (pp. 1-10). IEEE. https://www.msu.edu/~nellison/Wohn_et_al2011_HICSS.pdf

CHAPTERS

LANGUAGE-LEARNING GAMES

  • https://www.duolingo.com/ Duolingo: Free language education for the world. Learn Spanish, French, German, Italian, and Portuguese for free.  Offers many English-for-non-native-speaker courses also.
  • http://lrnj.com/  Slime Forest Adventure: Fight slimes, save a princess, learn Japanese!


Originally Posted by AJ Kelton on November 6, 2013