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Supporting Research

Page history last edited by Lucas Gillispie 11 years, 4 months ago

Supporting Research:

*=primary supporting research

Becker, K. (2006). Pedagogy in commercial video games. In D. Gibson, C. Aldrich & M. Prensky (Eds.), Games and simulations in online learning: Research and development frameworks. Hershey, PA: Idea Group Inc.


Clarke, J., & Dede, C. (2005). Making learning meaningful: An exploratory study of using multi-user environments (MUVEs) in middle school science. Paper presented at the American Educational Research Association Conference, Montreal, Canada.


Dede, C., Ketelhut, D. J., & Nelson, B. (2004). Design-based research on gender, class, race, and ethnicity in a multi-user virtual environment. Paper presented at the American Educational Research Association Conference, San Diego, CA.


Gee, J. P. (2007). What video games have to teach us about learning and literacy (revised and updated edition.). New York: Palgrave Macmillan.


Ito, Mizuko, and Matteo Bittanti. ""Kids' Informal Learning with Digital Media: An Ethnographic Investigation of Innovative Knowledge Cultures":Final Report: Gaming." Digital Youth Research. The John D. and Catherine T. MacArthur Foundation, 19 11 2008. Web. 5 May 2012. <http://digitalyouth.ischool.berkeley.edu/book-gaming>.


Ketelhut, D. J., Dede, C., Clarke, J., & Nelson, B. (2006). A multi-user virtual environment for building higher order inquiry skills in science. Paper presented at the American Educational Research Association, San Francisco, CA.


Oblinger, D. G., & Oblinger, J. L. (2005). Educating the net generation. Retrieved September 18, 2008, from http://net.educause.edu/ir/library/pdf/pub7101.pdf.


Prensky, M. (2006). Don't bother me mom, I'm learning! : How computer and video games are preparing your kids for 21st century success and how you can help! (First.). St. Paul, MN: Paragon House.


Reeves, B., & Malone, T. (2007). Leadership in games and at work: Implications for the enterprise of massively multiplayer online role-playing games. Palo Alto, California: Seriosity.


Reeves, B., Malone, T., & O'Driscoll, T. (2008, May) Leadership's online labs. [Electronic Version]. Harvard Business Review, 58-66.


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


Shaffer, D. W. (2006). How computer games help children learn. New York: Palgrave Macmillan.


Squire, K. (2005). Changing the game: What happens when video games enter the classroom? . Retrieved August 9, 2008, from http://www.innovateonline.info/index.php?view=article&id=82&action=article.


*Steinkuehler, C. A. (2008).  Cognition and literacy in massively multiplayer online gamesHandbook of Research on New Literacies. Mahwah NJ.


*Steinkuehler, C.A. and Duncan, S. (2008).  Scientific habits of mind in virtual worlds.  Journal of Science Education and Technology.


Vogel, J. J., Vogel, D. S., Cannon-Bowers, J., Bowers, C., Muse, K., & Wright, M. (2006). Computer gaming and interactive simulations for learning: A meta-analysis. Journal of Educational Computing Research, 34(3), 229-243.


Wagner, Mark.  (2011).  Massively-Multiplayer Online Role-Playing Games As Constructivist Learning Environments in K-12 Education:  A Delphi Study. (1.1 MB PDF)


Yazzie-Mintz, E. (2006). Voices of students on engagement: A report on the 2006 high school survey of student engagement. Indiana University School of Education Bloomington. Retrieved September 18, 2008, from http://ceep.indiana.edu/hssse/pdf/HSSSE_2006_Report.pdf.




The following video is from a Frontline interview series with James Gee on video games.  This interview addresses several of the ideas and issues associated with this project.  Watch the whole series here:  http://www.pbs.org/wgbh/pages/frontline/digitalnation/extras/interviews/gee.html



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Supporting Websites:


Reid, Leighton. (June 4, 2010)   Work is not the opposite of play!  


Video Game Camps Target At-Risk Youth - eSchoolNews.


Online Games Like World of Warcraft Can Create Better Citizens... - The Capitol Times, Madison, WI.


World of Warcraft Game Succeeds in School - LiveScience.



Gaming: Leveling Up Global Competence  By Anthony Jackson 



Video Games Boost Brain Power, Multitasking Skills - NPR


You Play World of Warcraft? You're Hired! - Wired Magazine - http://www.wired.com/wired/archive/14.04/learn.html


IBM & Seriosity Thinks World of Warcraft Doubles as Corporate Incubator - http://akugel.wordpress.com/2007/07/02/ibm-seriosity-thinks-world-of-warcraft-doubles-as-corporate-incubator/


World of Warcraft: The Educational Tool - The Selected Works of Kenneth Pierce


The Impact of After School Programs That Promote Personal and Social Skills - meta study by CASEL


Slash, Burn, and Learn - Pat Galagan, ASTD



The "V" Word:

Research addressing the topic of violence and aggression caused by video game use.


Not Worth the Fuss After All? Crosssectional and Prospective Data on Violent Video Game Influences on Aggression, Visuospatial Cognition and Mathematics Ability in a Sample of Youth Journal of Youth and Adolescence 2012


Causal or spurious: Using propensity score matching to detangle the relationship between violent video games and violent behavior - Computers in Human Behavior 2012.


Comfortably Numb or Just Yet Another Movie? Media Violence Exposure Does Not Reduce Viewer Empathy for Victims of Real Violence Among Primarily Hispanic Viewers - Psychology of Popular Media Culture 2012


Summary'of'Violent Computer Games and Aggression – an overview of the research 2000-2011


Video Game Aggression Supported by "Scant Scientific Evidence"


Research: 'Absolutely No Evidence' Violent Games Lead Kids to Real-Life Violence


Drop in Youth Violence - http://childstats.gov/americaschildren/beh.asp





Further game based research and references





Book Chapters



Journal Articles



Commentaries and Reviews 



Game Culture



Designing Games within Education



Virtual Worlds




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