Welcome to twitchspeed.com, the Digital Game-Based Learning Portal,
bringing together professionals and information in the field of digital game-based learning.


   
   

PLEASE SUBMIT:

  • Questions
  • Ideas
  • Suggestions
  • Corrections
  • Cases
  • Data


DIGITAL GAME-BASED LEARNING REFERENCES

If you know any reference books or resources related to Game-Based Learning, we'd love to hear from you. Click the "contact Marc" button and send us your list!

Theses

Ahdell, Rolf and Andresen, Guttorm. Games and Simulations in Workplace eLearning

Books
(Note: Some of these, especially Healy and Stoll, are nay-sayers)

Ackerman, Diane, Deep Play, Random House, 1999.

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.

Cannel, Ward, and Fred Marx, How to Play the Piano Despite Years of Lessons: What Music Is and How to Make It at Home, Crown & Bridge, Publishers, 1976

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 1980.

Csikszentmihalyi, Mihaly, Flow: the Psychology of Optimal Experience, Harper & Row, 1990.

Davis, Stan, and Jim Botkin, The Monster Under the Bed, Simon & Schuster, 1994.

Dewey, John, Democracy and Education; An Intoduction 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.

Gladwell, Malcolm, The Tipping Point: How Little Things Can Make a Big Difference, Little Brown & Company, 2000.

Godin, Seth, Permission Marketing, Turning Strangers into Friends and Friends into Customers, Simon & Schuster, 1999.

Gopnick, Alison, Andrew N. Meltzoff, and Patricia K. Kuhl, The Scientist in the Crib: Minds, Brains, and How Children Learn, William Morrow and Company, 1999.

Greenfield, Patricia M., Mind and Media: The Effects of Television, Video Games and Computers, Harvard University Press, 1984.

Greenfield Patricia M., and Rodney R. Cocking, Eds., Interacting with Video, Ablex Publishing Corporation, 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.

Herz, J. C., Joystick Nation, How Videogames Ate Our Quarters, Won Our Hearts and Rewired Our Minds, Little Brown and Company, 1997.

Huizinga, Johan, Homo Ludens, Beacon Press, 1955.

Jensen, Eric, Brain-Based Learning, The Brain Store, 2000.

McCloud, Scott, Understanding Comics: The Invisible Art, Kitchen Sink Press, 1993.

McLuhan, Marshall, and Quentin Fiore, War and Peace in the Global Village, Hardwired, 1997 (first printing 1968).

McLuhan, Marshall, and Quentin Fiore, The Medium Is the Massage: An Inventory of Effects, Bantam Books, 1967.

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 Press, 1997.

Negroponte, Nicholas, Being Digital, Vintage Books, 1996.

Papert, Seymour, Postman, Neil, Amusing Ourselves to Death: Public Discourse in the Age of Show Business, Penguin Books , 1985.

Poole, Steven, Trigger Happy: Videogames and the Entertainment Revolution, Arcade, 2000.

Postman, Neil, The End of Education, Alfred A. Knopf, 1995.

Prensky, Marc, Digital Game-Based Learning, McGraw-Hill, 2000.

Rose, Colin & Nicholl, Malcolm, J.,(1999) Accelerated Learning for the 21st Century, Dell Publishing,1997 (http://www. Accelerated-learning.net)

Schank, Roger, Virtual Learning, McGraw-Hill 1997

Shank, Roger C., The Conoisseur's Guide to the Mind, Summit Books, 1991

Smith, Frank, The Book of Learning and Forgetting, Teachers College 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.

Tapscott, Don, Growing Up Digital: The Rise of the Net Generation, McGraw-Hill, 1998.

Articles, Reports, and Papers:

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.

Masie, Elliot, "The "e" in e-learning stands for 'E'xperience," TechLearn TRENDS, Special Report, Oct. 20, 1999.

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.

Keighley, Geoff, "Millenium Gaming", GameSpot, www.gamespot.com/features/btg_y2k

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.

Peters, Richard. "Modeling to Enhance Critical Thinking and Decision Making Skills Development in the Instructional Process": The Social Studies 1987.

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,

Papert, Seymour, "Does Easy Do It? Children Games and Learning," in Game Developer Magazine, June 1998.

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

Newsletter:

Thiagi Game Letter

Web Sites:


www.twitchspeed.com
www.games2train.com
www.mbagames.com
www.objection.com
www.erasmatazz.com
www.learningware.com
www.imparta.com
www.montecristo.com
www.ninthhousenetworks.com
www.visualpurple.com
www.thiagi.com
www.think3.com
http://monkeywrench.think3.com www.shrike.depaul.edu/~emaajid/E104100.htm


Games:
These are some suggestions for consumer PC-based games to look at. Remember that state-of-the-art gaming is a moving target, and always look for the latest versions.

Age of Empires
Alpha Centuri
Asheron's Call
Baldur's Gate
Black and White
Command and Conquer
Deus Ex
EverQuest
Riven
Roller Coaster Tycoon
Sim City 3000
The Sims
StarPeace
Start-Up
Ultima Online
Unreal Tournament
Wall Street 2000
Warcraft