Games and Learning

Welcome to the Educause Games and Learning Community Group! This group is dedicated to the discussion and development of games for learning. Join our Listserv to keep informed of our webinars, book club, and Educause specials sessions, as well as information shared by our community of practice.


RESOURCES

BOOKS

  • Becker, K. (2008). Video game pedagogy: Good games = Good pedagogy. In C. T. Miller (Ed.), Games: Purpose and potential in education (pp. 73-122). New York, NY: Springer.
  • Bogost, I. (2010). Persuasive Games: The Expressive Power of Videogames. Cambridge, MA: The MIT Press.
  • Byers, A., & Crocco, F. (2016). The role-playing society: Essays on the cultural influence of RPGs. Jefferson, NC: McFarland & Company, Inc.
  • Gee, J. P. (2007). What Video Games Have to Teach Us About Learning and Literacy (2nd ed). New York, NY: Palgrave Macmillan Trade.
  • Gray, D., Brown, S., & Macanufo, J. (2010). Gamestorming: A Playbook for Innovators, Rulebreakers, and Changemakers. Sebastopol, CA: O’Reilly Media.
  • Ifenthaler, D., Eseryel, D., & Ge, X. (2012). Assessment in Game-Based Learning: Foundations, Innovations, and Perspectives. New York, NY: Springer.
  • Juul, J. (2013). The Art of Failure: An Essay on the Pain of Playing Video Games. Cambridge, MA: The MIT Press.
  • Kirkpatrick, G. (2014). Computer Games and the Social Imaginary. Malden, MA: Polity Press.
  • McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. New York, NY: The Penguin Press.
  • Peterson, M. (2013). Computer games and language learning. New York, NY: Palgrave Macmillan.
  • Prensky, M. (2007). Digital Game-Based Learning. St. Paul, MN: Paragon House.
  • Salen, K., & Zimmerman, E. (2003). Rules of Play: Game Design Fundamentals. Cambridge, MA: The MIT Press.
  • Shute, V., & Ventura, M. (2013). Stealth Assessment: Measuring and Supporting Learning in Video GamesCambridge, MA: The MIT Press.
  • Squire, K. (2011). Video Games and Learning: Teaching and Participatory Culture in the Digital Age. New York, NY: Teachers College Press.
  • Steinkuehler, C., K. S., & S. B. (2014). Games, Learning, and Society: Learning and Meaning in the Digital Age. Cambridge, MA: Cambridge University Press.
  • Tobias, S., & Fletcher, J. D. (2011). Computer Games and Instruction. Charlotte, NC: Information Age Publishing, Inc.
  • Whitton, N. (2014). Digital Games and Learning: Research and Theory. New York, NY: Routledge.

CHAPTERS

  • Bogost, I. (2008). The rhetoric of video games. In K. Salen (Ed.), The ecology of games: Connecting youth, games, and learning (pp.117–140)The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. Cambridge, MA: The MIT Press.
  • Deterding, S. (2014) The Ambiguity of Games: Histories and Rhetorics of the Gameful World. in Walz, S. P. & Deterding, S. (Eds.), The Gameful World: Approaches, Issues, Applications. Cambridge, MA: MIT Press.
  • Reese, D. D. (2010).  Introducing Flowometer: A CyGaMEs assessment suite tool. In R. Van Eck (Ed.), Gaming and cognition: Theories and practice from the learning science. Hershey, PA: Information Science Reference.
  • Shute, V. J., Rieber, L. P., & Van Eck, R. (2012). Games…and…learning. In R. A. Reiser & J. V. Dempsey (Eds.), Trends and issues in instructional design and technology (3rd ed., pp. 321-332). Upper Saddle River, NJ: Merrill Prentice Hall.
  • Van Eck, R. (2009). A guide to integrating COTS games into your classroom. In R. Ferdig (Ed.), Handbook of research on effective electronic gaming in education (pp. 179-199). Hershey, PA: Information Science Reference.

ARTICLES AND REPORTS

  • Beck, D., & Perkins, R. (2014). Review of Educational Research Methods in Desktop Virtual World Environments: Framing the Past to Provide Future Direction. Journal For Virtual Worlds Research, 7(1). 
  • Berns, A., Gonzalez-Pardo, P., & Camacho, D. (2013). Game-like language learning in  3-D virtual environments. Computers & Education, 60, 210-220.
  • Clark, D., Tanner-Smith, E., Killingsworth, S. (2014). Digital Games, Design and Learning: A Systematic Review and Meta-Analysis (Executive Summary). Menlo Park, CA: SRI International.
  • de Byl, P. (2012). Can digital natives level-up in a gamified curriculum. Future challenges, sustainable futures. Ascilite, Wellington, 256-266.
  • Devlin, A. M., Lally, V., Canavan, B., & Magill, J. (2013). The Role of the “Inter-Life” Virtual World as a Creative Technology to Support Student Transition into Higher Education. Creative Education, 04(07), 191–201. 
  • Galbis-Córdova, A., Martí-Parreño, J., Currás-Pérez, R. (2017). Higher education students’ attitude towards the use of gamification for competencies development. Journal of e-Learning and Knowledge Society, 13(1), 129-146.
  • Godwin-Jones, R. (2014). Games in language learning: Opportunities and challenges. Language Learning & Technology, 18(2), 9–19. Retrieved from http://llt.msu.edu/issues/june2014/emerging.pdf
  • Granic, I., Lobel, A., & Engels, R. C. M. E. (2013). The benefits of playing video games. American Psychologist, 69(1). 
  • Green, C. S., & Seitz, A. R. (2015). The impacts of video games on cognition (and how the government can guide the industry). Policy Insights from the Behavioral and Brain Sciences, 2(1), 101-110.
  • Huang, W. H. Y., & Soman, D. (2013). Gamification Of Education. Research Report Series: Behavioural Economics in Action. 

  • Iosup, A., & Epema, D. (2013). On the Gamification of a Graduate Course on Cloud Computing. In The International Conference for High Performance Computing, Networking, Storage and Analysis. IEEE. 
  • 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.
  • Kitching, L., & Wheeler, S. (2013). Playing games: Do game consoles have a positive impact on girls’ learning outcomes and motivation? European Journal of Open, Distance and E-Learning, 16(2), 111-122. 
  • McClarty, K. L., Orr, A., Frey, P. M., Dolan, R. P., Vassileva, V., & McVay, A. (2012). A literature review of gaming in education. Pearson Education, June 2012. 
  • Moon, J., Hossain, M., Sanders, G., Garrity, E., & Jo, S. (2013). Player commitment to massively multiplayer online role-playing games (MMORPGs): An integrated model. International Journal of Electronic Commerce, 17(4), 7-38. 
  • 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: ACM.
  • 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).
  • Scholz, K., & Schulze, M. (2017). Digital-gaming trajectories and second-language development. Language Learning & Technology, 21(1). Retrieved from http://llt.msu.edu/index.html
  • 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.
  • 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.

JOURNALS

GUIDES

LANGUAGE LEARNING GAMES

  • Duolingo: Free language education in Spanish, French, German, Italian, and Portuguese. Offers many English-for-non-native-speaker courses also.


This space is currently reserved for resources for gaming for educational purposes as provided by the members of the Games & Learning Community GroupThe following resources are not endorsed by EDUCAUSE, the EDUCAUSE Games & Learning Community Group, or anyone affiliated with either organization. The information listed here is for informational purposes only. For more information, feel free to contact our Steering Committee Leaders: Victoria Mondelli [mondelliv@missouri.edu] and Michael Hilborn [hilborn@fas.harvard.edu]. 

Originally Posted by A J Kelton on November 6, 2013; Updated by Sandra Annette Rogers on December 13, 2019.