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GAMING

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Getting Hot!
  • Games + Learning + Society (James Gee)
  • The Ecology of Games: Connecting Youth, Games, and Learning Edited by Katie Salen ~ MIT Press, 2008 Free (online) or $16.00 (paper), 278 pp. ISBN 978-0-262-69364-6 Reviewed by Richard Van Eck
  • Digital Game-Based Learning:It's Not Just the Digital Natives Who Are Restless Richard Van Eck ~ EDUCAUSE Review, vol. 41, no. 2 (March/April 2006): 16–30.
    Richard Van Eck is Associate Professor at the University of North Dakota, where he has been the graduate director of the Instructional Design & Technology graduate program since 2004. He began his study of games with his dissertation in 1999 and has taught a graduate course in games and learning every year since 2001. Comments on this article can be sent to the author at richard.vaneck@und.edu.
  • Commerical Off the Shelf Garms (COTS) ~ A good number of COTS games are suitable for use in the classroom, and there are many examples of COTS games already being used in the classroom, including Civilization, CSI, Age of Empires II, The Sims 2, Age of Mythology, and SimCity 4. Prensky has put together a list of five hundred “serious” games that can be used to teach different content. Many of these can be found at http://www.socialimpactgames.com, and his new book and accompanying Web site (see http://www.gamesparentsteachers.com) provide even more guidance on using games for learning.
  • Classroom 2.0 - Gaming ~ A Wiki about Web 2.0 technology.
  • A Win-Win Scenario: 'Game School' Aims to Engage and Educate
  • Books by James Gee
    • What Video Games Have to Teach Us About Learning and Literacy (2003) offers 36 reasons why good video games produce better learning conditions than many of today's schools.
    • Situated Language and Learning Do computer games help or hinder learning? What can new research in psychology teach educational policy-makers?
      In this major new book, James Gee tackles the 'big ideas' about language, literacy and learning, applying his findings to real problems facing educationalists today.
  • Video Games, Authority, and Problem-based Thinking
  • Gaming, cognition, and education Parts 1-3
  • The Serious Games Initiative is focused on uses for games in exploring management and leadership challenges facing the public sector. Part of its overall charter is to help forge productive links between the electronic game industry and projects involving the use of games in education, training, health, and public policy.