Main Menu of Resources for Teaching about Educational Games
Adams, E. and Rollings,A. (2007). Fundamentals of Game Design. Prentice Hall.
Aldrich, Clark. Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences. Wiley, 2005.
Aldrich, C. (2005). Chapter 8: The three essential elements to successful educational experiences: Simulations, games, and pedagogy. In Learning by doing: A comprehensive guide to simulations, computer games, and pedagogy in e-learning and other educational experiences. San Francisco: Pfeiffer.
Aldrich, C. (2003). Chapter 20: Seventeen Simulation Issues. In Simulations and the Future of Learning : An Innovative (and Perhaps Revolutionary) Approach to e-Learning . San Francisco: Pfeiffer.
Beck, John C and Mitchell Wade. Got Game: How the Gamer Generation is Reshaping Business Forever. Harvard Business School Press, 2004.
Bernstein, C. (2001). http://www3.iath.virginia.edu/pmc/text-only/issue.991/pop-cult.991 Chapter 8: Play it again, Pac-man (HTML). In M. J. P. Wolf (Ed.), The Medium of the Video Game (pp. 93-112). Austin: University of Texas Press.
Cassell, Justine and Henry Jenkins. From Barbie to Mortal Kombat: Gender and Computer Games. MIT Press, 1998.
Castronova, E. (2005). Synthetic worlds: The business and culture of online games. Chicago: University of Chicago Press.
Cherney, L. (1999). Conversation and community: Chat in a virtual world. Stanford: CSLI Publications.
Crawford, C. (1997). http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter1.html Chapter 1: What is a game? (HTML) In The Art of Computer Game Design: Washington State University.
Crawford, C. (1997). http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter2.html Chapter 2: Why do people play games? (HTML) In The Art of Computer Game Design: Washington State University.
Crawford, C. (1997). http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter5.html Chapter 5: The game design sequence (HTML). In The Art of Computer Game Design: Washington State University.
Crawford, C. (1997). http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter6.html Chapter 6: design techniques and ideals (HTML). In The Art of Computer Game Design: Washington State University.
Csikszentmihalyi, M. (1991). Flow: The psychology of optimal experience. New York, NY: Harper Perennial.
Ferdig, R. (ed.) (2008). Handbook of Research on Effective Electronic Gaming in Education. IGI Global.
Frasca, G. (2003). http://ludology.org/articles/VGT_final.pdf Chapter 10: Simulation versus narrative: Introduction to ludology (PDF). In M. J. P. Wolf & B. Perron (Eds.), The Video Game Theory Reader (pp. 221-236). New York: Routledge.
Gee, James Paul. What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave McMillan, 2003.
Grodal, T. (2003). Chapter 6: Stories for eye, ear, and muscles: Video games, media, and embodied experiences. In M. J. P. Wolf & B. Perron (Eds.), The Video Game Theory Reader (pp. 25-46). New York: Routledge.
Gunter, B. (1998). Chapter 2: Tapping into players' habits and preferences. In The Effects of Video Games on Children: The Myth Unmasked (pp. 29-48). Sheffield, England: Sheffield Academic Press.
Holland, W., Jenkins, H., & Squire, K. (2003). http://www.core.org.cn/NR/rdonlyres/Urban-Studies-and-Planning/11-127Computer-Modeling-for-Investigation-and-EducationSpring2003/7D28B2F8-B63A-48E5-A075-398AD2E5E3A1/0/theorydesign.pdf Chapter 1: Theory by design (PDF). In M. J. P. Wolf & B. Perron (Eds.), The Video Game Theory Reader (pp. 25-46). New York: Routledge.
Johnson, Steven. Everything Bad is Good For You: How Today's Pop Culture is Making Us Smarter. Riverhead, 2005.
Kafai, Y. (1995). Minds in play: Computer game design as a context for children ‘ s learning. Hillsdale NJ : Lawrence Erlbaum Associates.
Kafai, Y. (1996). Learning design by making games: Children ‘ s development of design strategies in the creation of a complex computational artifact. In Y. Kafai & M. Resnick, (Eds.), (pp. 71-96). Constructionism in practice: Designing, thinking and learning in a digital world. Mahwah , NJ : Lawrence Erlbaum Associates.
Koster, R. (2005). Chapter 2: How the brain works. In A Theory of Fun for Game Design (pp. 12-33). Scottsdale, AZ: Paraglyph Press.
Koster, R. (2005). Chapter 3: What games are. In A Theory of Fun for Game Design (pp. 34-47). Scottsdale, AZ: Paraglyph Press.
Koster, R. (2005). Chapter 4: What games teach us. In A Theory of Fun for Game Design (pp. 48-79). Scottsdale, AZ: Paraglyph Press.
Koster, R. (2005). Chapter 5: What games aren't. In A Theory of Fun for Game Design (pp. 80-99). Scottsdale, AZ: Paraglyph Press.
Koster, R. (2005). Chapter 7: The problem with learning. In A Theory of Fun for Game Design (pp. 110-127). Scottsdale, AZ: Paraglyph Press.
Koster, R. (2005). Chapter 8: The problem with people. In A Theory of Fun for Game Design (pp. 128-139). Scottsdale, AZ: Paraglyph Press.
Koster, R. (2005). Chapter 9: Games in context. In A Theory of Fun for Game Design (pp. 140-159). Scottsdale, AZ: Paraglyph Press.
Levy, P. (1999). Collective intelligence: Mankind's emerging world in cyberspace. (Robert Bononno, trans.). Cambridge MA: Perseus Books.
Malone, T. W. (1981). What makes computer games fun? BYTE, December, 258-277.
Mayer, Richard E. (2001). Multimedia Learning. Cambridge: Cambridge UP.
McAllister, K., & Moeller, R. (2004). Introduction. Works and Days 43/44: Capitalizing on play: The politics of computer gaming, 22(1&2), 11-20.
McCloud, Scott. (1993). Understanding Comics: The Invisible Art. Northhampton, MA: Kitchen Sink Press.
McCloud, Scott. (2000). Reinventing Comics. Northhampton, MA: Kitchen Sink Press.
McMahan, A. (2003). Chapter 3: Immersion, engagement, and presence: A method for analyzing 3-D video games. In M. J. P. Wolf & B. Perron (Eds.), The Video Game Theory Reader (pp. 25-46). New York: Routledge.
Miller, C. H. (2005). Chapter 8: Blending entertainment with other goals. In Digital Storytelling: A Creator's Guide to Interactive Entertainment (pp. 135-158). Burlington, MA: Focal Press Elsevier.
Miller, C. H. (2005). Chapter 9: Tackling projects for children. In Digital Storytelling: A Creator's Guide to Interactive Entertainment (pp. 159-182). Burlington, MA: Focal Press Elsevier.
Miller, C. H. (2005). Chapter 10: Creating a new project: The development process. In Digital Storytelling: A Creator's Guide to Interactive Entertainment (pp. 183-206). Burlington, MA: Focal Press Elsevier.
Miller, C. H. (2005). Chapter 11: Video games. In Digital Storytelling: A Creator's Guide to Interactive Entertainment (pp. 209-224). Burlington, MA: Focal Press Elsevier.
Montfort, N. (2003). http://nickm.com/if/toward.html Toward a theory of interaction fiction (HTML). In E. Short (Ed.), IF Theory (3.5 ed.). St. Charles, IL: The Interactive Fiction Library.
Montfort, N. (2003). http://nickm.com/twisty/ Twisty Little Passages: An Approach to Interactive Fiction (HTML) (First Paperback ed.). Cambridge: MIT Press.
Norman, Donald A. (1988). The Design of Everyday Things. New York.
Novak, Jeannie. (2005). Game Development Essentials: An Introduction. New York: Thomson Delmar Learning.
Papert, S. (1991). Situating constructivism. In I. Harel & S. Papert (Eds.), Constructionism: Research reports and essays, 1985-1990 (pp. 1-11). Norwood , NJ : Ablex.
Papert, S. (1993). The children ‘ s machine: Rethinking school in the age of the computer. New York : Basic Books.
Prensky, Marc. Don't Bother Me Mom--I'm Learning. Paragon House, 2006.
Prensky, Marc (2001). http://www.marcprensky.com/writing/Prensky%20-%20Digital%20Game-Based%20Learning-Ch5.pdf Chapter 5: Fun, Play and Games: What Makes Games Engaging. In Digital Game-Based Learning. New York: McGraw-Hill.
Quinn, C. (2005). Engaging Learning: Designing e-Learning Simulation Games. San Francisco: Pfeiffer.
Rollings, A., & Adams, E. (2003). http://www.newmediahull.net/NMsite/briefs/materials/GD_materials/Chapter%206.doc Chapter 6: Creating the user experience (Word). In Andrew Rollings and Earnest Adams on Game Design (pp. 147-198). Indianapolis: New Riders.
Rollings, A., & Adams, E. (2003). http://www.newmediahull.net/NMsite/briefs/materials/GD_materials/Chapter%207.doc Chapter 7: Gameplay (Word). In Andrew Rollings and Earnest Adams on Game Design (pp. 199-238). Indianapolis: New Riders.
Rollings, A., & Adams, E. (2003). http://www.newmediahull.net/NMsite/briefs/materials/GD_materials/Chapter%208.doc Chapter 8: The internal economy of games and game balancing (Word). In Andrew Rollings and Earnest Adams on Game Design (pp. 239-288). Indianapolis: New Riders.
Salen, K. & Zimmerman, E. (2003). Rules of Play: Game Design Fundamentals. MIT Press.
Shaffer, D. (2006). How Computer Games Help Children Learn. New York: Palgrave Macmillan.
Shelton, B. E., & Wiley, D. (Eds.). (2007). The Educational Design and Use of Simulation Computer Games. Rotterdam, The Netherlands: Sense Publishers. Links to the free electronic copy are here. http://inst.usu.edu/~bshelton/simcompgames/ 
Tews, R. R. (2001). Chapter 9: Archetypes on acid: Video games and culture. In M. J. P. Wolf (Ed.), The Medium of the Video Game (pp. 169-182). Austin: University of Texas Press.
Turkle, S. (1997). Life on the Screen: Identity in the age of the Internet. New York: Touchstone.
Vygotsky, L.S. (1978). Mind in society: The development of higher psychological processes. Cambridge : Harvard University Press.
Wolf, M. J. P. (2001). Chapter 5: Narrative in the video game. In M. J. P. Wolf (Ed.), The Medium of the Video Game (pp. 93-112). Austin: University of Texas Press.
Wolf, M. J. P. (2001). http://www.robinlionheart.com/gamedev/genres.xhtml Chapter 6: Genre and the video game (HTML). In M. J. P. Wolf (Ed.), The Medium of the Video Game (pp. 113-134). Austin: University of Texas Press.
Aarseth, Espen (2003, May 19-24). Play Research: Methodological approaches in game analysis. Digital Arts and Culture Conference, Melbourne, Australia.
Betrus, A. & Sugar, W. (2002). The Many Hats of an Instructional Designer: The Development of an Instructional Card Game. Educational Technology. January /February.
Carnegey, L. (2007)., Anderson, C., & Bushman, B. The effect of video game violence on physiological desensitization to real-life violence. Journal of Experimental Social Psychology 43 (2007) 489–496
Costikyan, Greg. (1994). I Have No Words & I Must Design. Interactive Fantasy #2. http://www.costik.com/nowords.html.
De Castell, S., & Jenson, J. (2003). Serious play. Journal of Curriculum Studies, 35(6), 649-665.
Deubel, P. (2006). Game On! THE Journal, January 2006. Retrieved May 16, 2006 from http://www.thejournal.com/articles/17788_1
Doğan, F. (2006). Video Games and Children: Violence in Video Games. http://www.yenisymposium.net New/Yeni Symposium Journal Ekim 2006, Cilt 44, Sayı 4
Galloway, A. (2004). Social Realism in Gaming. in 'Game Studies: The international journal of computer game research. Volume 4, Issue 1, November 2004. http://www.gamestudies.org/0401/galloway/
Gredler, M. (2004). Games and Simulations and their Relationship to Learning. In D. Jonassen (Ed.) Handbook of Research in Educational Communications and Technology. 2nd Ed. pp. 571-581.
Green, C. S., & Bavelier, D. (2003). Action video game modifies visual attention. Nature, 423, 534-537.
Hayes, E. (2002, May 24-26). Find out who you really are: Adult learning in virtual worlds. Paper presented at the Adult Education Research Conference (AERC), North Carolina State University, Raleigh, NC.
Jelfs, A., & Whitelock, D. (2000). The notion of presence in virtual learning environments: What makes the environment "real". British Journal of Educational Technology, 31(2), 145-152.
Johnson, S., B. E. Shelton, and D. Wiley. (2007). Collecting, organizing, and managing resources for teaching educational games the wiki way. Innovate 4 (2). http://
Kirriemuir, J. (2002). http://www.dlib.org/dlib/february02/kirriemuir/02kirriemuir.html Video gaming, education and digital learning technologies (HTML). D-Lib Magazine, 8.
Klabbers, J.H.G. (2006). The Magic Circle: Principles of gaming & simulation. Rotterdam: Sense Publishers.
Klabbers, J.H.G. Guest Editor of the Special issue of the Journal Simulation & Gaming. Theme “Artifact assessment vs. Theory testing.” Journal Simulation & Gaming, (2006). Vol. 37. No. 2. Including: Klabbers, J.H.G. (2006). Guest editorial. Artifact assessment vs. theory testing. Journal Simulation & Gaming, Vol. 37. No. 2. 148-154. DOI: 10.1177/1046878106287944. Klabbers, J.H.G. (2006). A framework for artifact assessment & theory testing. Journal Simulation & Gaming, Vol. 37. No. 2. 155-173. DOI: 10.1177/1046878106287943.
Klabbers, J.H.G. (2004). Enhancing policy development through actor-based simulation. In Shiratori, R., Kiyoshi Arai, K., and Fumitoshi Kato (Eds.). Gaming, Simulation and Society: Research Scope and Perspective. Springer-Verlag: Tokyo, p. 249-259.
Klabbers, J.H.G. (2003). Guest Editor of the Special issue of the Journal Simulation & Gaming. Theme “Gaming & Simulation: The art and science of design.” Journal Simulation & Gaming, Vol. 34. No.4, December 2003. Including: Klabbers, J.H.G. Simulation & gaming: Introduction to the art and science of design. Journal Simulation & Gaming, Vol. 34. No.4, December 2003, p. 488-494. Klabbers, J.H.G. Gaming & Simulation: Principles of a science of design. Journal Simulation & Gaming, Vol. 34. No.4, December 2003, p. 569-591.
Klabbers, J.H.G. (2003). The gaming landscape: A taxonomy for classifying games and simulations. In Copier, M, & Raessens, J. (Eds.) Level up: Digital Games Research Conference. 4-6 November 2003. Utrecht: Utrecht University, The Netherlands, p. 54-67.
Malone, T. W., & Lepper, M. R. (1987). Making learning fun: A taxonomy of intrinsic motivations for learning. In R. E. Snow & M. J. Farr (Eds.). Aptitude, Learning and Instruction. Volume 3: Conative and Affective Process Analyses (pp. 223-253). Hillsdale, NJ: Erlbaum.
Prensky, M. (Sept/Oct 2005). "Engage me or Enrage Me" What Today's Learners Demand. In the September/October 2005 Educause Magazine (http://www2.potsdam.edu/wilder21/engageme.pdf).
Randel, JM, Morris, BA, Wetzel, CD, Whitehill, BV. http://portal.acm.org/citation.cfm?id=160897.160898 The effectiveness of games for educational purposes: a review of recent research. Simulation and Gaming, Volume 23 , Issue 3 (September 1992): 261 - 276
Rieber, L. P. (1996). Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games. Educational Technology Research & Development, 44(2), 43-58
Robertson, J., & Good, J. (2005). http://portal.acm.org/ft_gateway.cfm?id=1039571&type=pdf&coll=GUIDE&dl=GUIDE&CFID=66005388&CFTOKEN=64165284 Story creation in virtual game worlds (PDF). Communications of the ACM, 48(1), 61-65.
VanDeventer, S. & White, J. A. (2002). Expert behavior in children's video game play. Simulation Gaming, 33, 28-48.
Van Eck, R. (March/April, 2006). Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless….EDUCAUSE Review, 41(2).
Virvou, M., Katsionis, G., & Manos, K. (2005). http://www.ifets.info/journals/8_2/5.pdf Combining software games with education: Evaluation of its educational effectiveness (PDF). Educational Technology & Society, 8(2), 54-65.
Winn, B., Heeter, C. Resolving Conflicts in Educational Game Design Through Playtesting. Innovate Journal of Online Education. Volume 3, Issue 2, December 2006/January 2007.
Academic ADL Co-lab http://www.academiccolab.org/initiatives/gapps.html Games and Professional Practice Simulations (GAPPS) Retrieved August 6, 2006, from http://www.academiccolab.org/initiatives/gapps.html
Albert Ip (2006) http://www.roleplaysim.org/papers/default.asp?Topic=toc10 Selected papers and articles Retrieved August 6, 2006, from http://www.roleplaysim.org/papers/default.asp?Topic=toc10
Albert Ip (2006) http://elearningrandomwalk.blogspot.com/2006/08/why-most-off-shelf-commerical-games.html Why Most Off the Shelf Commerical Games Will Not Work in Education? And What Is The Alternative? Retrieved August 6, 2006, from http://elearningrandomwalk.blogspot.com/2006/08/why-most-off-shelf-commerical-games.html
Agency, B. E. C. T. A. (2001). http://www.becta.org.uk/page_documents/research/cge/report.pdf Computer Games in Education Project (PDF). Retrieved July 15, 2005, from http://www.becta.org.uk/research/research.cfm?section=1&id=2826
Deshrill, M. (2004). http://www.eboredom.20m.com/features/interviews/montfort1.html Interview with Nick Montfort (HTML). Retrieved August 16, 2005, from http://www.eboredom.20m.com/features/interviews/montfort1.html
Falstein, Noah (2004). http://www.gamasutra.com/features/20041110/falstein_01.shtml Natural Funativity, Retrieved May 22, 2006, from http://www.gamasutra.com
Fulton, Bill (2002). http://www.gamasutra.com/gdc2002/features/fulton/fulton_01.htm Beyond Psychological Theory: Getting Data that Improves Games, Retrieved May 22, 2006, from http://www.gamasutra.com
Garneau, Pierre-Alexandre (2001). http://www.gamasutra.com/features/20011012/garneau_01.htm Fourteen Forms of Fun, Retrieved May 22, 2006, from http://www.gamasutra.com
Hopson, John (2002). http://www.gamasutra.com/features/20020204/hopson_01.htm The Psychology of Choice, Retrieved May 22, 2006, from http://www.gamasutra.com
Hunter, A. (2005). http://www.logicalshift.demon.co.uk/unix/zoom/manual/index.html Zoom Manual (HTML). Retrieved August 15, 2005, from www.logicalshift.demon.co.uk/unix/zoom/manual/index.html
Kirriemuir, J. (2003). http://www.jisc.ac.uk/uploaded_documents/tsw_02-01.rtf The relevance of video games and gaming consoles to the higher and further education learning experience (RTF). Retrieved July 15, 2005, from www.ceangal.com
Kirriemuir, J., & McFarlane, A. http://www.silversprite.com/papers/42.pdf Use of computer and video games in the classroom (PDF).
Nelson, G., & Knight, C. (2003). http://www.inform-fiction.org/introduction/ Inform - A design system for interactive fiction (HTML). Retrieved August 15, 2005, from www.inform-fiction.org
Prensky, M. (200?). http://www.edutopia.org/magazine/ed1article.php?id=Art_1795&issue=mar_07# Sims vs. Games (HTML). Retrieved March 26, 2007 from www.edutopia.org.
Reynolds, C., (2006). http://www.macleans.ca/science/technology/article.jsp?content=20060116_119602_119602 Videogame Widows: Men who love online games, and the women who hate them (HTML). Retrieved March 26, 2007 from http://www.mcleans.ca
Shelton, B. E., & Wiley, D. (2006, April 7-11). http://inst.usu.edu/~bshelton/resources/AERA06_IDgames-bes_dw.pdf Instructional designers take all the fun out of games: Rethinking elements of engagement for designing instructional games. Paper presented at the American Educational Research Association (AERA) 2006, San Francisco.
Shreve, Jenn, (April 2005, Edutopia Magazine). Let the Games Begin Video games, once confiscated in class, are now a key teaching tool. If they're done right. (HTML) Largely pulls from Kurt's work with Civilization 3 in the classroom.
Sourcewatch.org: a Project of the Center for Media & Democracy (Entry on America's Army): http://www.sourcewatch.org/index.php?title=America%27s_Army Provides an overview, history, controversial issues, and a variety of articles related to America's Army, both journalistic and academic.
Squire, K., & Barab, S. http://website.education.wisc.edu/kdsquire/manuscripts/icls2004/icls-civ3.doc Learning world history through computer simulation games Learning world history through computer simulation games (Word).
Squire, K., Barnett, M., Grant, J. M., & Higginbotham, T. (2003). http://website.education.wisc.edu/kdsquire/manuscripts/icls2004/ICLS2004-supercharged-squire-barnett.doc Electromagnetism supercharged! Learning physics with digital simulation games (Word). Paper presented at the International Conference of the Learning Sciences 2004 (ICLS 04), Santa Monica, CA.
Squire, K. (200?). http://www.google.com/url?sa=t&ct=res&cd=1&url=http%3A%2F%2Fwebsite.education.wisc.edu%2Fkdsquire%2Fmanuscripts%2FIJIS.doc&ei=QXboRbeJE6eMxQLzlICBCg&usg=__gsdZwiYUbWORyakUNnSllQOEk2g=&sig2=OL88qWrkKlKHw5SqBzWxyQ Video Games in Education(Word). Some of Kurt's work from his time in Cambridge (MIT).
Steinkuehler, C. A. (2003, March 25). http://inkido.indiana.edu/onlinecom/Steinkuehler.pdf Videogaming as participation in a discourse (PDF). Paper presented at the Annual Conference of the American Association for Applied Linguistics.
Suellentrop, C (2007, Utne Reader January / February 2007 Issue). http://www.utne.com/issues/2006_139/cover_story/12401-1.htmlPlaying with Our Heads Why Video Games are Making our Kids Smarter-and more obedient (HTML) . Approximately 5 pages.
Takahashi, D. (2004, September 20). http://snow.sierranevada.edu/~csci/etek/LeapsInAI.htm Game sequel takes leaps in AI technology (HTML). The Mercury News.
Yee, N. (2006). http://www.nickyee.com/daedalus/ Nick Yee's Massive "Daedalus Project" (HTML). This project is a massive survey of World of Warcraft players, including demographics, tendencies, and the psychology of how/why they play. This started out as a pet project while he lived in Chicago and turned into Nick's Dissertation at Stanford..
"How gaming is all work and no play." in BBC News, March 14, 2006.
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