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 games. Handbook 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.
Videos:
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
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.
Articles:
http://blogs.edweek.org/edweek/global_learning/2012/03/gaming_leveling_up_global_competence.html
Video Games Boost Brain Power, Multitasking Skills - NPR
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
http://www.ojp.usdoj.gov/bjs/glance/tables/viortrdtab.htm
Books
Book Chapters
Journal Articles
Squire, K., & Durga, S. (in press). Productive gaming: The case for historiographic game play. To appear in R. Ferdig (Ed.) The handbook of educational gaming. Hershey, PA: Information Science Reference.
Squire, K.D., DeVane, B. & Durga, S. (in press). Designing centers of expertise for academic learning through video games. To appear in Theory Into Practice.
Squire, K. (2007). Games, learning, and society: Building a field. Educational Technology, 4(5), 51-54.
Squire, K., & Durga, S. (in press). Productive gaming: The case for historiographic game play. To appear in R. Ferdig (Ed.) The handbook of educational gaming. Hershey, PA: Information Science Reference.
Squire, K. (2008). Open-ended video games: A model for developing learning for the interactive age. In K. Salen (Ed.) The John D. and Catherine T. MacArthur Foundation series on digital media and learning. (167-198) Cambridge, MA: The MIT Press.
Squire, K.D. (2006). From content to context: Video games as designed experiences. Educational Researcher, 35(8), 19-29.
Squire, K.D. Giovanetto, L., DeVane, B. & Durga, S. (2005). From users to designers: Building a self-organizing game-based learning environment. Technology Trends 49(5), 34-42.
Squire, K.D. (2005). Changing the game: What happens when videogames enter the classroom?. Innovate 1(6).
Shaffer, D. W., Squire, K.D., Halverson, R., & Gee, J.P. (2005). Video games and the future of learning. Phi Delta Kappan, 87(2), 105-111.
Squire, K.D. (2005). Toward a theory of games literacy. Telemedium 52 (1-2), 9-15.
Squire, K. & Jenkins, H. (2004). Harnessing the power of games in education. Insight (3)1, 5-33.
Squire, K.D. (2002). Rethinking the role of games in education. Game Studies, 2(1). Last retrieved August 31 2005 from http://gamestudies.org/0201/Squire/.
Squire, K. (2003). Video games in education. International Journal of Intelligent Simulations and Gaming (2) 1.
Squire, K.D. & Johnson, C.B. (2003). Using interactive television to enhance authenticity in K-12 REALs: Two case studies. International Journal of Continuing Engineering Education and Lifelong Learning, 13(5-6), pp. 454-470.
Squire, K.D., Makinster, J., Barnett, M., Barab, A.L., & Barab, S.A. (2003). Designed Curriculum and Local Culture: Acknowledging the Primacy of Classroom Culture. Science Education. 87:1– 22.
Barab, S. A., Barnett, M., & Squire, K. (2002). Preparing pre-service teachers: Developing an empirical account of a community of practice. The Journal of the Learning Sciences 11(4), 489-542.
Barab, S., A., Barnett, M., Yamagata-Lynch, L., Squire, K., & Keating, T. (2002). Using activity theory to understand the contradictions characterizing a technology-rich introductory astronomy course. Mind, Culture, and Activity, 9(2), 76–107.
Barab, S. A., Hay, K. E., Barnett, M. G., & Squire, K. (2001). Constructing Virtual Worlds: Tracing the Historical Development of Learner Practices/Understandings. Cognition and Instruction.19(1), 47-94.
Squire, K.D. & Johnson, C.B. (2000). Supporting Distributed Communities of Practice with Interactive Television. Educational Technology Research & Development, (48),1, p. 23-44.
Squire, K. D. & Reigeluth, C. M. (2000). The Many Faces of Systemic Change. Educational Horizons, 78(3), p. 143-152.
Barab, S. A., Squire, K., & Dueber, B. (2000). Supporting authenticity through participatory learning. Educational Technology Research and Development, 48(2), p. 37-62.
Barab, S. A., Hay, K. E., Squire, K., Barnett, M., Schmidt, R., Karrigan, K., Yamagata-Lynch, L., & Johnson, C. (2000). Virtual solar system project: Learning through a technology-rich, inquiry-based, participatory learning environment. Journal of Science Education and Technology, 9(1), 7-25.
Squire, K. D. (1999). Opportunity Initiated Systems Design. Systems Practice and Action Research. 12(6), p. 633-648.
Reigeluth, C. M. & Squire, K. D. (1998) Emerging Work in the New Paradigm of Instructional Theory. Educational Technology, July.
Commentaries and Reviews
Game Culture
Squire, K. & Giovanetto, L. (in press). The higher education of gaming. To appear in elearning.
DeVane, B. & Squire, K. (in press). The Meaning of Race and Violence in Grand Theft Auto: San Andreas. To appear in Games & Culture.
Squire, K. (in press). Video games literacy: A literacy of expertise. To appear in J. Coiro, M. Knobel, D. Leu, & C. Lankshear, Handbook of research on new media literacies. New York: MacMillan.
Jenkins, H. & Squire. K. (2007). Applied game theory: Innovation, diversity, experimentation in contemporary game design. In A. Jahn-Sudmann (Ed). Games without frontiers.
Squire, K. (in press). Critical education in an interactive age. To appear in Diana Silberman Keller, (Ed). Mirror Reflections: Popular culture and education. NY: Peter Lang Publishers
Squire, K. D. & Steinkuehler, C. A. (2006). Generating CyberCulture/s: The case of Star Wars Galaxies. In D. Gibbs & K. L. Krause (Eds.), Cyberlines 2.0 Languages and cultures of the Internet (177-198). Albert Park, Australia: James Nicholas Publishers.
Squire, K.D. (in press). Civilization III as a world history sandbox. To appear in Civilization and its discontents. Virtual history. Real fantasies. Milan, Italy. Ludilogica Press. Now in Italian!
Squire, K. & Steinkuehler, C.A. (2005). Meet the gamers. Library Journal.
Squire, K.D. (2005). Educating the fighter. On the Horizon 13(2), 75-88.
Jenkins, H. & Squire, K.D. (2002). The Art of Contested Spaces. In L. King, (Ed.) Game On!. London: Barbican Press.
Designing Games within Education
Squire, K.D. (in press). Game-based learning: An emerging paradigm for learning. To appear in Performance Improvement Quarterly.
Squire, K. (in press). From information to experience: Place-based augmented reality games as a model for learning in a globally networked society. To appear in Teacher’s College Record.
Squire K.D. & Jan, M. (2007). Mad City Mystery: Developing scientific argumentation skills with a place-based augmented reality game on handheld computers. Journal of Science Education and Technology, 16(1) 5-29.
Squire, K., & Klopfer, E. (2007). Augmented reality simulations on handheld computers. Journal of the Learning Sciences, 16(3), 371 - 413.
Squire, K. (in press). Video Games and education: Designing learning systems for an interactive age. To appear in Educational Technology
Squire, K. (in press). Artists in the medium. To appear in R. Ferdig (Ed.) The handbook of educational gaming. Hershey, PA: Information Science Reference.
Squire, K.D., Jan, M., Matthews, J., Wagler, M., Martin, J., Devane, B. & Holden, C. (2007). Wherever you go, there you are: The design of local games for learning. In B. Sheldon & D. Wiley (Eds). The design and use of simulation computer games in education, (265-296). Rotterdam, Netherlands: Sense Publishing.
Klopfer, E. & Squire, K. (in press). Developing a platform for augmented reality gaming. To appear in Educational Technology Research & Development.
Squire, K.D. (2005). Resuscitating research in educational technology: Using game-based learning research as a lens for looking at design-based research. Educational Technology 45(1), 8-14.
Shaffer, D. W., & Squire, K. D. (2006). The Pasteurization of education. In Education and Technology: Issues in Policy, Administration and Application. London: Elsevier.
Barab, S.A. & Squire, K.D. (2004). Design-based research: Putting a stake in the ground. Journal of the Learning Sciences.
Jenkins, H. Squire, K. & Tan, P. (2004). You can’t bring that game to school!: Designing Supercharged! In B. Laurel (Ed.) Design Research. Cambridge, MIT Press.
Klopfer, E. & Squire, K., Jenkins, H. (2004). Environmental Detectives: PDAs as a window into a virtual simulated world. In Kerres, M., Kalz, M., Stratmann, J., de Witt, C. Eds,Didaktik der Notebook-Universität, (pp.259-274). Münster:Waxmann Verlag.
Jenkins, H., Klopfer, E., Squire, K. & Tan, P. (2003). Entering the education arcade. Computers in Entertainment 1(1).
Holland, W., Jenkins, H. & Squire, K. (2003). Theory by design. In Perron, B., and Wolf, M. (Eds). Video Game Theory. Routledge.
Games-to-Teach Team. (2003). Design principles of next-generation digital gaming for education. Educational Technology, 43(5), 17-33.
Virtual Worlds