[Readings available from the “Protected Readings,” password required]
Anastasiadis, Theofylaktos & Lampropoulos, Georgios & Siakas, Kerstin. (2018). Digital Game-based Learning and Serious Games in Education. International Journal of Advances in Scientific Research and Engineering. 4(12).139-144.
Gee, J.P. (2007) Good video games + good learning : collected essays on video games, learning, and literacy. Chapter 4: Good video games, the human mind, and good learning. New York : Peter Lang. pp. 22-44.
Bell, A., & Gresalfi, M. (2017). Teaching with Videogames: How Experience Impacts Classroom Integration. Technology, Knowledge & Learning, 22(3), 513-526.
Ertmer, P. A., Ottenbreit-Leftwich, A. T., Sadik, O., Sendurur, E., & Sendurur, P. (2012). Teacher beliefs and technology integration practices: A critical relationship. Computers & Education, 59(2), 423–435.
Straub, E. T. (2009). Understanding technology adoption: Theory and future directions for informal learning. Review of educational research, 79(2), 625–649.
Gershenfeld, A. (2014). Mind Games. Scientific American, 310(2), 54-59.
Game-Based Learning | Get tips, techniques, and tools that apply the principles of game design to the learning process — a dynamic way to engage learners and help educators assess learning — Edutopia
Richard, G. (2017). Video Games, Gender, Diversity, and Learning as Cultural Practice. Educational Technology, 57(2), 36-43.
Will, M. (2017). Do Digital Learning Games Improve Young Students’ Mathematics Skills?. Education Week, 36(31), 10-11.
James Paul Gee on Learning with Video Games
Teaching with Games: GLPC Case Study: Lisa
Schools Use Games for Learning and Assessment
Watch this video of Super Mario Brothers to observe some of James Gees principles in action! (Credit Eric Schuman for making this connection).
CAST : Nonprofit research and development organization that works to expand learning opportunities for all individuals, especially those with disabilities, through Universal Design for Learning.