Resources

These are the resources used for much of the research done behind this issue:

  • Aldrich, C. (2009). Learning online with games, simulations, and virtual worlds: Strategies for online instruction (Online Teaching and Learning Series (OTL)). San Francisco: Jossey-Bass.
  • Baek, Y. (2008, December). What hinders teachers in using computer and video games in the classroom? Exploring factors inhibiting the uptake of computer and video games. CyberPsychology & Behavior, 11(6), 665-671. Retrieved March 10, 2009. doi:10.1089/cpb.2008.0127
  • Cooke-Plagwitz, J. (2008, May 1). New directions in CALL: An objective introduction to Second Life. CALICO Journal, 25(3), 547-557. (ERIC Document Reproduction Service No. EJ809380) .Retrieved April 26, 2009, from ERIC database.
  • Gee, J. P. (2007). What video games have to teach us about learning and literacy. Palgrave Macmillan: New York.
  • Hogle, J. G. (1996, August). Considering games as cognitive tools: In search of effective “edutainment.” Retrieved July 14, 2009, from http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.114.1185&rep=rep1&type=pdf
  • Jarmon, L., Traphagan, T., & Mayrath, M. (2008, September). Understanding project-based learning in Second Life with a pedagogy, training, and assessment trio. Educational Media International, 45(3), 157-176. Retrieved May 3, 2009. doi:10.1080/09523980802283889
  • Landsberger, J. (2007, July 1). An interview with Jeremy Koester. TechTrends: Linking Research and Practice to Improve Learning, 51(4), 6-8. (ERIC Document Reproduction Service No. EJ774595). Retrieved May 3, 2009, from ERIC database.
  • Malone, T.W. (1981, October). Toward a theory of intrinsically motivating instruction. Cognitive Science, 5(4), pp.333-369. Retrieved October 11, 2009, from http://www.sciencedirect.com/science?_ob=ArticleURL&_udi=B6W48-4FN1JFD-8&_user=10&_rdoc=1&_fmt=&_orig=search&_sort=d&_docanchor=&view=c&_searchStrId=1062986972&_rerunOrigin=scholar.google&_acct=C000050221&_version=1&_urlVersion=0&_userid=10&md5=2bedc163c00a2ac4497785124092b329
  • Oblinger, D. G. (2004, August). The next generation of educational engagement. Retrieved October 8, 2009, http://jime.open.ac.uk/2004/8/oblinger-2004-8-disc-paper.html
  • Oppenheimer, T. (1997, July). The Computer DELUSION. Atlantic Monthly, 280(1), 45-62. Retrieved March 14, 2009, from Literary Reference Center database.
  • Rice, J. (2007, February). Assessing higher order thinking in video games. Journal of Technology & Teacher Education, 15(1), 87-100. Retrieved March 8, 2009, from Computers & Applied Sciences Complete database.
  • Van Eack, R. (2006, March/April). Digital game-based learning: It’s not just the digital natives who are restless… EDUCAUSE Review, 41(2). Retrieved October 10, 2009, from http://www.seriousgamesystems.com/Digital%20Game-Based%20Learning%20Its%20Not%20Just%20the%20Digital%20Natives%20Who%20Are%20Restless.pdf
Bibliography
1. full source reference
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