Some of our favorite resources that answer the question, Why Games?
As we delve into the world of educational gaming, we’ve learned a ton from our partners and the following organizations. Please use the “white papers” below to learn more about using Game-Based Learning pedagogy, Learning Games, and teaching game design in the classroom.
Research PapersTeacher Attitudes about Digital Games in the Classroom by Jessica Millstone Joan Ganz Cooney Center 2012 Internet Scale Experimental Design and Deployment for Educational Games using BrainPOP® (PDF) John C. Stamper, Derek Lomas, Carnegie Mellon University, Pittsburgh, PA
Dixie Ching, New York University, New York, NY
Karina Linch, BrainPOP, New York, NY
Steve Ritter, Carnegie Learning, Inc. Pittsburgh, PA2012 In-Game, In-Room, In-World: Reconnecting Video Game Play to the Rest of Kids’ Lives (PDF) By Reed Stevens et al MIT 2008 How Blogs, Social Media, and Video Games Improve Education by Darrell M. West Brookings Institute 2012 Policy Brief: Game Changer: Investing in Digital Play to Advance Children’s Learning and Health by Ann My Thai et al. Cooney Center 2009 Best Practices for Using Games & Simulations in the Classroom Guidelines for K–12 Educators (PDF) Copyright © SIIA 2009 Moving Learning Games Forward: Obstacles, Opportunities, & Openness (PDF) Eric Klopfer, Scot Osterweil, and Katie Salen The Education Arcade – MIT 2009 The Instructional Power of Digital Games, Social Networking, & Simulations, and How Teachers Can Leverage Them (PDF) Eric Klopfer, Scot Osterweil, Jennifer Groff, Jason Haasusing The Education Arcade – MIT 2009 Can Video Games Promote Intergenerational Play & Literacy Learning? by Cynthia Chiong, Ph.D. March 22, 2010
Anthropy, Anna (2012). Rise of the Video Game Zinesters. Seven Stories Press. ISBN: 1609803728
McGonigal, Jane (2011). Reality Is Broken: Why Games Make us Better and How they Can Change the World. Penguin Press. ISBN: 1594202850
Salen, Katie (2008) The Ecology of Games: Connecting Youth, Games, and Learning. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. MIT Press ISBN: 026269364X
Fullerton, Tracy (2008) Game Design Workshop, Second Edition: A Playcentric Approach to Creating Innovative Games Elsevier Press ISBN: 0240809742
Johnson, Steven (2006). Everything Bad Is Good for You: How Today’s Popular Culture Is Actually Making Us Smarter. Riverhead Books. ISBN 1594481949
Gee, James Paul (2004). What Video Games Have to Teach Us About Learning and Literacy. Macmillan. ISBN 1403965382
Koster, Raph (2004) – A Theory of Fun for Game Design – Paraglyph Press ISBN 1-932111-97-2
Aldrich, Clark (2005). Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences. Wiley, John & Sons. ISBN 0787977357
Kafai, Y. B. (1995). Minds in Play: Computer Game Design as a Context for Children’s Learning. Hillsdale, NJ: Lawrence Erlbaum Associates. ISBN, 0805815139, 9780805815139