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 *Notes: Project Elements*


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Please feel free to participate in the Metaversed Ltd. Digital Library wiki for comments, questions, suggestions, and discussion.
NEW!!!
SLCC Education track transcripts now available.
If by any chance you’ve seen last year’s proceedings, then the first thing you’ll notice about this volume is the size – almost three times the size of last year’s.   read more

NECC HIGHLIGHTS EDUCATION IN SECOND LIFE:
Many of the presentations at NECC this year featured
                                     read more


Latest News from THE Journal: The Teen Grid: Bringing Your School into Second Life Second Life, which offers an virtual world complete with avatars to represent human visitors, has intrigued some educators  

                                      read more

 Global Kids and the MacArthur Foundation have partnered to announce a new nonprofit and philanthropic theme for the third annual Second Life Community Convention ...
                                 read more
 GEOWORLD The GeoWorlds Project is an innovative integration of collaborative virtual learning environments and problem-based pedagogy to engage students in ...
                             read more
The first annual Second Life Best Practices Conference  was held on Saturday, May 26, 2007 on ISTE Island in Second Life.
                           read more

 NOAA has arrived in Second Life, and they  brought all the fun and excitement you have naturally come to expect from...
                                read more


DISCLAIMER: The  creator of this collection is functioning as an agent and therefore is applying Fair Use Regulations to the content described herein.  Copyright applies to organization of content only and the creator makes no claim to ownership of content.


Organization of this content is presented as

Margaret Sheehy's

Final Project,

 Digital Libraries -

ILS-655-S71,

 Prof. Yan Quan Liu, Ph.D
SCSU 7/2007

RESEARCH

PLEASE NOTE:  Hyperlinks to some resources may take you outside of this collection and you will need to use the "back" button on your browser to navigate back..

Brand new article!

Valkenburg, P. M., & Peter, J. (2007). Online communication and adolescent well-being: Testing the stimulation versus the displacement hypothesis. Journal of Computer-Mediated Communication, 12(4), article 2. http://jcmc.indiana.edu/vol12/issue4/valkenburg.html

Abstract

The aim of this study was to contrast the validity of two opposing explanatory hypotheses about the effect of online communication on adolescents' well-being. The displacement hypothesis predicts that online communication reduces adolescents' well-being because it displaces time spent with existing friends, thereby reducing the quality of these friendships. In contrast, the stimulation hypothesis states that online communication stimulates well-being via its positive effect on time spent with existing friends and the quality of these friendships. We conducted an online survey among 1,210 Dutch teenagers between 10 and 17 years of age. Using mediation analyses, we found support for the stimulation hypothesis but not for the displacement hypothesis. We also found a moderating effect of type of online communication on adolescents' well-being: Instant messaging, which was mostly used to communicate with existing friends, positively predicted well-being via the mediating variables (a) time spent with existing friends and (b) the quality of these friendships. Chat in a public chatroom, which was relatively often used to talk with strangers, had no effect on adolescents' well-being via the mediating variables.

Full text available here


1. The schome NAGTY report: One of our key aims on Schome Park is to empower young people to take responsibility for the development of the island (and the activities on it). We are providing some basic infrastructure and support and are encouraging the young people to come up with ideas for how Schome Park should be developed - if you are a young person on Schome Park and have an idea for an activity or project you would like to develop then tell us about it in a message in the Schome Park proposals discussion.
The Schome Park sitemap provides an overview of related 'content' within the schome community website. . |

 

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 Anecdotal Research

Notes: Marc Prensky website
Description: Website of educational researcher and author, Marc Prensky.

 

Marc Prensky [external link]
Victoria Gloucester
Notes: Education and Second Life
Description: Blog sharing resources and research of educational opportunities within Second Life.

 

Victoria Gloucester [external link]
Dembe Wellman, Puritan's Guide to Second Life
Notes: Education and SecondLife
Description: Blog sharing resources for educators concerning SecondLife and Teen SecondLife.

 

 Puritan's Guide to SecondLife [external link]
GEOWORLD The GeoWorlds Project is an innovative integration of collaborative virtual learning environments and problem-based pedagogy to engage students in Earth science while enhancing their problem-solving skills and content knowledge. The Teacher/Facilitators in each classroom will be trained in the problem-based approach with Earth science content is based in the national and state science education standards.

 

http://www.geoworlds.org/index.php [external link]
Chicago Public Schools in Second Life: A K-12 Perspective:talks about  use of Second Life to-date and includes challenges and opportunities for K-12 teachers and librarians as well as the higher education educators who work with them.

 

http://blogs.cuip.net/dlis [external link]
Westley Field: Getting Started: How do you get started? What are the important considerations before you begin. Explore a framework that allows you to prepare for your new journey. What are the issues in getting started and what are the strategies you can use to enlist involvement from your school. This presentation uses established models and real life experiences to provide a forum to share ideas on everything you need to do before you begin the journey.

 

http://www.westleyfield.com [external link]
Lindy McKeown: Action Learning in Second Life With the support of a Queensland Government Smart State PhD Grant, Australian Lindy McKeown has created an innovative online professional development space on the virtual island of Terra incognita which was designed to support Action Learning online.

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  • Action Learning Leadership Project (Qld) [external link]
  • OzTeacherNet project( Australia) [external link]
  • Montage Project Collection (International)  [external link]
  •  

    SIIA References and Resources for Education Games & Simulations March 2007

    References and Resources for

    Using Education Games and Simulations

    in the Classroom

    Developed for the SIIA Education Division Panel:

    Digital Game-based Learning...Motivating Today's Students”

    Consortium for School Networking Conference March 28, 2007

    Moderators:

    • Dr. Karen Billings, Vice President, Education Division, SIIA

    Panelists

    • Ntiedo Etuk, Chief Executive Officer, Tabula Digita

    • Sharnell Jackson, Chief e-Learning Officer, Office of Technology Services and

    e-Learning, Chicago Public Schools

    • Yasmin Kafai, EdD, Associate Professor of Learning and Instruction, UCLA

    Graduate School of Education & Information

    • Doug Stein, Vice President, Development, Learning.com

    • Rabbi Josh Zweiback, Senior Educator, Congregation Beth Am

    SIIA References and Resources for Education Games & Simulations March 2007

    About SIIA

    The Software & Information Industry Association is the principal trade association for thesoftware and digital content industry. SIIA provides global services in government relations, business development, corporate education and intellectual property protection to the leading companies that are setting the pace for the digital age.

    About SIIA’s Education Division

    SIIA's Education Division serves and represents over 150 member companies that provide

    software, digital content and other technologies that address educational needs. The

    Division shapes and supports the industry by providing leadership, advocacy, business

    development opportunities and critical market information.

    SIIA provides a neutral business forum for its members to understand business models,

    technological advancements, market trends, and best practices. With the leadership of the

    Division Board and collaborative efforts with educators and other stakeholders, the Division

    undertakes initiatives to enhance the use of educational technology and the success of SIIA members.

    About SIIA’s EduGames and Simulations Working Group

    The EduGames and Simulations Working Group is designed to help SIIA members

    understand the value, market, business models and approaches to this application of

    education technology. The group was started because of a growing interest among SIIA

    Education Division members in the utility of games and simulations in education. Active

    members of the Working Group in 2006 have included:

    􀂃 Frank Catalano, Sr Vice President, Marketing, Pearson School Companies

    􀂃 Nicolas deKanter, Vice President, Business Development, Muzzy Lane Software

    􀂃 Ntiedo Etuk, Chief Executive Officer, Tabula Digita

    􀂃 Gina Larson, Marketing Manager, Answers Corporation

    􀂃 David McCool, President, Muzzy Lane Software

    􀂃 Pamela Nelson, Principal, EducationPLAZA

    􀂃 Jeremy Poisson, eMedia Editor, Behrman House, Inc – eMedia division

    􀂃 Brian Shulman, Chief Executive Officer, Learning Through Sports

    􀂃 Sharon Sloane, President and CEO, WILL Interactive, Inc.

    􀂃 Doug Stein, Vice President, Development & Technology, Learning.com

    􀂃 Iwan Streichenberger, former President, Edusoft/Houghton-Mifflin

    􀂃 Lee Wilson, former Vice President, Marketing, Harcourt Achieve

     

    About this Reference List

    The full panel presentation and this Resource Document will be available at

    http://www.siia.net/education/resources.asp#games

    Alan Stadtmauer prepared the Bibliography of Research on Education Games & Simulations.

    He can be reached at ajstadt@gmail.com

    Qwizdom, Inc. provided the interactive remote response systems for use in the panel

    presentation and discussion. A representative can be reached at http://www.qwizdom.com

    or at 1-800-347-3050.

    SIIA appreciates everyone’s support in the development and updates of this list.

    SIIA References and Resources for Education Games & Simulations March 2007

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    Bibliography of Research on Education

    Games & Simulations

    SIIA Education Division Working Group on Education Games and Simulations

    Introduction to Education Games & Simulations

    Shreve, J. (2005, April). Let the Games Begin. Edutopia.

    http://www.edutopia.org/magazine/ed1article.php?id=Art_1268&issue=apr_05

    Good, quick-reading introduction.

     

    Games in Education

    http://www.seriousgames.org/archives/000199.html

    22 minute video on games in education by the Orange County Department of Education.

     

    Glazer, S. (2006). Video Games: Do they have educational value? Congressional

    Quarterly Researcher, 16(40), 937-960.

     

    Federation of American Scientists (2005). Harnessing the power of video games for learning. Summit on Educational Games.  http://fas.org/gamesummit/Resources/Summit%20on%20Educational%20Games.pdf 

    This position paper provides an overview of the educational value of games – especially in

    expanding students’ cognitive skills, why they have not yet been easily adopted, and

    recommendations for action. One intriguing finding: “evidence suggests that good games

    motivate learners to seek knowledge outside of the game in order to improve their

    performance. How curricula could be designed to exploit this quality should be explored.”

    For a summary: http://fas.org/gamesummit/Resources/Fact%20Sheet.pdf.

    Kirriemuir, J. & McFarlane, A. (2004). Literature Review in Games and Learning. FutureLab. http://www.futurelab.org.uk/download/pdfs/research/lit_reviews/Games_Review1.pdf This review highlights the key areas of research in the field, in particular the increasing interest in pleasurable learning, learning through doing and learning through collaboration, that games seem to offer.

    Academic Research (Peer Reviewed) Barab, S., Thomas, M., Dodge, T., Carteaux, R., & Tuzun, H. (2005). Making learning fun: Quest Atlantis, a game without guns. Educational Technology Research and Development, 53(1), 86-107. http://atlantis.crlt.indiana.edu/public/publications/QA_ETRD.pdf

    Quest Atlantis is a free learning and teaching project that uses a multi-user environment to

    immerse children, ages 9-12, in educational tasks aligned to academic standards using

    lesson plans and rubrics available on the game site. This article describes how the game’s

    design impacts learning and social development. See also,

    Barab, S. & Jackson, C. (2006, January 20). “From Plato’s Republic to Quest

    Atlantis: The role of the philosopher-king”. THEN: Journal, 2 Article 2.

    http://www.thenjournal.org/

    The designers of Quest Atlantis reflect on the social learning taking place in the environment, the challenges of “policing” student misbehavior, and the impact onreal-world behaviors.

    SIIA References and Resources for Education Games & Simulations March 2007

    Blunt, R. (2006). A causal-comparative exploration of the relationship between

    game-based learning and academic achievement: teaching management with

    video games. PhD. Thesis. Walden University.

    http://www.rickblunt.com/phd/blunt_richard_dissertation_final.pdf

    This dissertation presents results from a comparative study using a simulation (Virtual U) in

    a college business course. Students who used the game for 4-8 hours in addition to

    standard coursework scored significantly better on exams. An increase of about 20 points

    was found, regardless of gender, across all ages 18-40.

    Brown, S.J., Lieberman, D.A., Gemeny, B.A., Fan, Y.C., Wilson, D.M., & Pasta, D.J.

    (1997). Educational video game for juvenile diabetes: Results of a controlled trial.

    Medical Informatics, 22(1), 77-89.

    http://www.comm.ucsb.edu/faculty/lieberman/ (Abstract Only)

     

    Packy & Marlon, is an adventure game designed for diabetic children and adolescents. In a

    six-month controlled trial, game players increased communication with parents and

    improved their daily diabetes self-management behaviors. This study demonstrated that

    well-designed games can improve learning, skill development, and behavior change.

    Dede, C. – River City Project (http://muve.gse.harvard.edu/rivercityproject/)

    In this MUVE (multi-user virtual environment), national standards on scientific inquiry,

    ecology, biology, and chemistry are taught to middle school students without taking extra

    class time. Teams solve a simulated city's problems with illness, through interaction with

    each others’ “avatars”, artifacts, and computer-based “agents” acting as mentors and

    colleagues. Research papers are available on the game’s site. One noteworthy sample –

    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.  http://muve.gse.harvard.edu/rivercityproject/documents/rivercitysympinq1.pdf

    Helms, D., Sawtelle, S.M. A study of the effectiveness of cognitive skills therapy

    delivered in a video game format. Optom. Vis. Dev. 2007; 38(1):19-26

    This paper provides an analysis of the effectiveness of using a computer program delivered

    in a video-game format (BrainWare Safari) to develop attention, memory, visual processing,

    auditory processing and sensory integration in children ages 6 to 14. The study was

    completed at home with the children playing the video game instead of going to a clinic to

    receive therapy one-one-one with non-video game tools and a professional.

     

    Kafai, Y.B. — The Whyville Project (http://kafai-whyville.blogspot.com/index.html)

    Whyville.net is a free online virtual world in which teens can meet to play science games

    and participate in virtual epidemics. Research papers that evaluate children’s learning about

    infectious disease, examples of how to integrate such online activities in the classroom

    conversations, and general insights of what teens like to do in these virtual worlds and why.

     

    Kafai, Y. B. & Giang, M. T. (In Press). Virtual Playgrounds: Children’s Multi-User

    Virtual Environments for Playing and Learning with Science. In T. Willoughby & E.

    Wood (Eds), Children’s Learning in a Digital World. Blackwell Publishing, Oxford, UK.

     

    Neulight, N., Kafai, Y.B., Kao, L., & Galas, C. (2006). A case study of children’s

    learning about infectious disease through participation in a virtual epidemic. Journal

    of Science Education and Technology – Online.

     

    Höysniemi, J. (2006, April). International survey on the Dance Dance Revolution

    game. ACM Computers in Entertainment.

    http://delivery.acm.org/10.1145/1130000/1129019/a8-

    hoysniemi.pdf?key1=1129019&key2=9675928611&coll=&dl=ACM&CFID=15151515&CFTOK

    EN=6184618

    Dance Dance Revolution is being used in PE classes in West Virginia. This study shows that

    playing DDR has a positive effect on the physical health of players, improving endurance,

    muscle strength and sense of rhythm.

    See also:

    Lieberman, Debra A. (2006) Dance games and other exergames: What the

    research says (http://www.comm.ucsb.edu/faculty/lieberman/exergames.htm)

    Raskin, Robin. West Virginia schools stay fit with Dance Dance video game

    (http://tech.yahoo.com/blog/raskin/624;_ylt=Am8JY7JLVifyOJ1gJcW9zsEiLpA5)

    Sandford, R., Ulicsak, M., Facer, K. & Rudd, T. (2006). Teaching with Games. FutureLab.http://www.futurelab.org.uk/download/pdfs/research/TWG_report.pdf  This one-year research study examined teachers’ and students’ use of and attitudes towards commercial off-the-shelf (COTS) games in schools. Ten case studies were completed in four schools using Sims 2, RollerCoaster Tycoon 3 and Knights of Honor.

    Shaffer, D. W. (2005, August/September). Epistemic games. Innovate.http://www.innovateonline.info/index.php?view=article&id=79 In the Madison 2200 project, 11 HS seniors in a summer urban planning workshop spent ten hours simulating a detailed re-design of a street in their city. Data collected in pre- and post-interviews show students began to develop ways of thinking characteristic of urban planners, an understanding of ecology, and the ability to apply it to urban issues.

    Squire, K. (2004). Replaying history. PhD. Thesis. Indiana University. http://website.education.wisc.edu/kdsquire/dissertation.html Squire examines the use of Civilization III for learning world history in grades 6-9. He discusses theory and pedagogic techniques, and then analyzes how students learn, what they learn, and how the game mediates students’ understandings of history. See also,

    Squire, K. & Jenkins, H. (2004). Harnessing the power of games in  education. Insight 3(1), 5-33. http://website.education.wisc.edu/kdsquire/manuscripts/insight.pdf/ Describes the use and impact of five games, including a summary of Squire’s findings on Civilization III.

    Virvou, M., Katsionis, G., & Manos, K. (2005). Combining software games with education: Evaluation of its educational effectiveness. Educational Technology & Society, 8(2), 54-65. http://www.ifets.info/journals/8_2/5.pdf  To test the effectiveness of the game environment, the authors developed two versions of a geography tutoring program for fourth graders. One embedded questions in a virtual reality game, while the other used a standard drill interface. In pre- and post-tests, the game-based students, especially the poor academic performers, improved more than the control group.

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    Case Studies and Publisher Research

    Branford teacher feels virtual history: Ancient Egypt has much to offer http://www.knowledgematters.com/products/vhe/stories?story=2 Knowledge Matters produces educational simulations for the teaching of business and history. Each simulation’s web page includes anecdotes about successful use of the game.

    Do gamers score better in school? http://seriousgamessource.com/features/feature_051606.php David McDivitt studied using Muzzy Lane’s Making History in his HS classes to teach the events leading to World War II; three classes used game-based lessons for one week while two did not. The game-based classes scored significantly better on tests – especially essays– about European geography and the causes of the war. See also, http://www.usatoday.com/tech/gaming/2006-11-29-ed-games_x.htm

    Features and functions white paper: An immersive learning methodology for Math http://tabuladigita.com/files/Theory_2005_06_18_FFWhitePaper.pdf

    Tabula Digita’s Dimenxian, is an “immersive simulation for teaching algebra.” This paper details how the video game can be used to teach math.

    Re-Mission outcomes study: A research trial of a video game shows improvement in health-related outcomes for young people with cancer http://hopelab.org/docs/Outcomes%20Study.pdf Re-Mission was developed by the non-profit HopeLab for adolescents and young adults with cancer. Unpublished results of a randomized, controlled trial, presented in a peer-reviewed scientific meeting, indicate that playing the game produced significant increases in cancerrelated knowledge, quality of life, and self-efficacy.

    Zibit, M., and D. Gibson. 2005. simSchool: The game of teaching. Innovate 1 (6). http://www.innovateonline.info/index.php?view=article&id=173&action=article This article describes simSchool, a simulation game designed for teachers’ preservice training. Immersed in a simulated classroom, simSchool players must analyze student needs, make instructional decisions, and evaluate the impact of their actions on student learning in order to succeed at the game.

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    Interesting Articles

    Are virtual worlds the future of the classroom? CNET, 6/12/2006http://news.com.com/Are+virtual+worlds+the+future+of+the+classroom/2009-1041_3-6081870.html  Multi-user virtual environments, or MUVE, motivate K-12 students to use critical thinking skills in math and science. MUVEs such as Whyville, “River City”, and Quest Atlantis are structured online virtual worlds where students are the residents faced with real life problems that they must solve together.

    Computer Games as a Part of Children's Culture. Game Studies. 3(1) 2003. http://www.gamestudies.org/0301/fromme/ This study from the University of Magdeburg, Germany discusses the cultural and social  relevance of electronic games. It looks at how electronic games fit into kids' culture, and the perception from the kids that they don't spend time "watching TV" or "playing computer games". Rather, kids are engaged in a number of activities simultaneously and so the "time spent" values give a poor representation of the kids' involvement in these activities.

    Computers and art meld in virtual reality underworld. Duke News, 6/29/2006 http://www.dukenews.duke.edu/2006/06/virtual.html Duke University has created a virtual reality chamber called DiVE, Duke Immersive Virtual Environment. The first virtual production created by undergrads, “Visions of the Underworld”, was on display for visitors. Teachers and students in a variety of other subjects such as civil and environmental engineering, biomedical engineering, cognitive neuroscience, and biochemistry are using the virtual reality technology to create educational lessons.

    Gaming the system: At Montgomery College, students seek to turn what some see as a frivolous pastime into a serious career. Washington Post, 8/6/2006 http://www.washingtonpost.com/wpdyn/content/article/2006/08/01/AR2006080100816.html Colleges such as Carnegie Mellon and USC are offering programs in computer game design. Many of the programs focus on ‘serious games’, offering opportunities in areas such as medicine and education. Some adults are changing careers and going back to school. The program at Maryland’s Montgomery College is highlighted.

    Gotta catch ‘em all! eSchool News Online, 7/28/2006 http://www.eschoolnews.com/news/showStoryts.cfm?ArticleID=6458 Pokemon USA Inc. has created Pokemon Learning League, a web based educational game for grades 3-6 aligned with state and national standard. Reinforcing content taught in the classroom, students learn about a concept, solve a related problem, and apply what they have learned to an interactive challenge.

    Learning-game makers to give it another shot. Seattle Times, 8/7/2006 http://seattletimes.nwsource.com/html/education/2003180167_btedusoftware07.html Declining retail sales have pushed developers of educational software to make their learning products as attractive to kids as some other non-educational games. Companies like Riverdeep and Knowledge Adventure are working to individualize their programs, make them more dynamic and more like play.

    Scientists study brain using video game. USA Today, 10/27/2006 http://www.usatoday.com/tech/science/2006-10-27-brain-game_x.htm Researchers at Washington University have unveiled possible strategies to accommodate people with disabilities. Using wires attached to the surface of the his brain, a teen who suffered from severe epilepsy manipulated Space Invaders using just his brain. While adjusting to his new controller, the 14-year old blasted his way to the games’s third level.

    The Generation Lap: Video games put the young way ahead. Boston Globe, 1/2/2005 http://www.boston.com/ae/games/articles/2005/01/02/the_generation_lap/ The authors summarize their survey of 2500 business professionals, and describe the advantages gamers have in skills and attitudes.

    The rise of the cyber-children, BBC News, 7/28/2006 http://news.bbc.co.uk/2/hi/programmes/click_online/5223192.stm An increasing number of young children, primarily ages 3-4, are beginning to play on the computer, typically using a variety of very basic educational games. Officials discuss the appropriate age for children to start using the computer, which some believe can be as early as 18 months to two years, and what effect it may have on children later on during schooling.

    Trying new ways to tame bullying in the schoolyard. LA Times, 11/24/2004 http://www.ues.gseis.ucla.edu/teaching/curriculum/PDF_safe_school/ct_LATimes.pdf WILL Interactive’s game Hate Comes Home, developed with the Anti-Defamation League has been used successfully in California schools to combat hate and bullying.

    Video games have 'role in school'. BBC News, 10/2/2006 http://news.bbc.co.uk/2/hi/technology/5398230.stm The Teaching with Games report found that 59% of teachers would consider using off-theshelf games in the classroom while 62% of students wanted to use games at school. However, there is a generational divide among teachers and students. More than 70% of teachers never play games outside school while 82% of children said they played video games at least once a night.

    Virtual reality: Fully immersed in school http://gsevserv.harvard.edu/ramgen/t502/cd_t502_virtualreality.rm Video with Chris Dede on the use of a virtual reality simulation to study basic physics.

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    Books

    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 Designed for learning professionals and drawing on lessons from both game creators and instructional designers, this guide explains how to select, research, build, sell, deploy and measure the right type of educational simulation for the right situation.

    Gee, James Paul (2004). What Video Games Have to Teach Us About Learning and Literacy. Macmillan. ISBN 1403965382 Gee discusses the cognitive development that can occur when someone is trying to escape a maze, find a hidden treasure and, even, blasting away an enemy with a high-powered rifle.

    Johnson, Steven (2006). Everything Bad Is Good for You: How Today's Popular Culture Is Actually Making Us Smarter. Riverhead Books. ISBN 1594481949 The $10 billion video gaming industry is now the second-largest segment of the entertainment industry. Reality television shows dominate the ratings. Drawing from fields as diverse as neuroscience, economics, and literary theory, Johnson argues that the junk culture we're so eager to dismiss is in fact making us more intelligent.

    Kafai, Y. B. (1995). Minds in Play: Computer Game Design as a Context for Children’s Learning. Hillsdale, NJ: Lawrence Erlbaum Associates. Kafai points out a whole aspect of using games and simulations in the classroom that’s missing from much discussion on games and learning: that of making games and simulations in the classroom for learning. She focused on the learning of science, mathematics, programming and team working skills.

    Prensky, Mark (2000). Digital Game-Based Learning. McGraw-Hill. ISBN 0071363440 Prensky explains what digital game-based learning is, why it is different and better, why it’s not just another fad, where it can be used, and how to implement it. Readers will discover new ways to better motivate and educate.


    Games Mentioned

    Free:

    Quest Atlantis (http://atlantis.crlt.indiana.edu/public/welcome.pl)

    River City Project (http://muve.gse.harvard.edu/rivercityproject/)

    Re-Mission (free to patients - http://www.re-mission.net/)

    Virtual-U (http://virtual-u.org/)

    Whyville (http://www.whyville.net)

    Commercial:

    Civilization (http://www.2kgames.com/civ4/home.htm)

    Dance Dance Revolution (http://www.ddrgame.com)

    Dimenxian (free demo - http://tabuladigita.com)

    Hate Comes Home (http://www.willinteractive.com/hate.html)

    Making History (free demo - http://www.making-history.com)

    Pokemon Learning League (http://pokemonlearningleague.com)

    SimSchool (free introduction - http://simschool.org/)

    Virtual History (http://knowledgematters.com/)

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    Websites

    Epistemic Games - http://epistemicgames.org/

    FutureLab - http://www.futurelab.org.uk/research/

    Richard Carey’s Blog - http://richardcarey.net/

    Serious Games Initiative - http://www.seriousgames.org/

    SimSchool Resources -

    http://simschoolresources.edreform.net/educationaltype/researchstudy

    Teaching Educational Games Wiki -

    http://opencontent.org/wiki/index.php?title=Teaching_Educational_Games_Resources

    Video Games in Education -

    http://www3.essdack.org/socialstudies/videogames.htm#Articles

    Whyville Project - http://kafai-whyville.blogspot.com/index.html

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    Last Edited 09/02/2007


     

    Certain materials are included under the fair use exemption of the U.S. Copyright Law and have been prepared according to the multimedia fair use guidelines and are restricted from further use.

    Creative Commons License
    This digital library collection is licensed under a Creative Commons License.


    Organization of this content is presented as

    Margaret Sheehy's Final Project,

     Digital Libraries - ILS-655-S71,  Professor Yan Quan Liu, Ph.D
    SCSU 7/2007


    ©2007 MetaVersEd Ltd.


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