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 Games. Cambridge, 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.

  • Project LRNJ, Learn Japanese RPG, Slime Forest Adventure: Fight slimes, save a princess, learn Japanese.

TOOLS

  • Twine (interactive fiction engine)

  • Inform7 (interactive fiction programming language)