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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
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