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Simulation and Gaming Technologies for the Classroom Bibliography

 

Associated Press, (2005). Clinton seeks 'Grand Theft Auto' probe. USA Today, Retrieved January 22, 2008, from http://www.usatoday.com/news/washington/2005-07-14-clinton-game_x.htm

Barab, S., Dodge, T. Tuzun, H. Job-Sluder, K., Jackson, C., Arici, A. Job-Sluder, L., Carteaux, R., Jr., Gilberston, J., & Heiselt, C. (2007). The Quest Atlantis Project: A socially responsive play space for learning. In B. E. Shelton & D. Wiley (Eds.), The design and use of simulation computer games in education. Retrieved January 28, 2008 from http://inkido.indiana.edu/research/onlinemanu/papers/QAsocio7.pdf

Bransford, J., & Schwartz, D. (1999) Rethinking transfer: A simple proposal with multiple implications. In A. Iran-Nejad & P.D. Pearson (eds.) Review of Research in Education. (61-100). Washington D.C.: American Educational Research Association.

Camargo, C. (2006). Interesting complexity: Sid Meier and the secrets of game design. Crossroads: The ACM Student Magazine, 13, Retrieved January 22, 2008, from http://www.acm.org/crossroads/xrds13-2/sidmeier.html

Crawford, C. (1997). Chapter Three: A Taxonomy of Game Design. In The Art of Computer Game Design. Retrieved January 28, 2008 from http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html

Crawford, C. (1997) Chapter Five: The Game Design Sequence. In The Art of Computer Game Design. Retrieved January 28, 2008 from http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter5.html

Distributed cognition. (2008, January 6). In Wikipedia, The Free Encyclopedia. Retrieved 17:09, January 31, 2008, from http://en.wikipedia.org/w/index.php?title=Distributed_cognition&oldid=182587489

Edmunds, M. (2007). Stealth learning. Retrieved January 28, 2008, from AVEC Web site: http://www.avec.com.au/esprit/stealth.html

Freeman, D. (n.d.). The 32 categories of emotioneering. Retrieved January 28, 2008, from: http://www.freemangames.com/idea/6_4.php

Game Zone (2002). The Sims becomes the best selling pc game of all time. Retrieved January 22, 2008, from : http://pc.gamezone.com/news/03_21_02_01_02PM.htm

Gee, J. (1999). An introduction to discourse analysis: Theory and method . New York, NY: Routledge.

Gee, J. (2000). Discourse and sociocultural studies in reading. Reading Online, 4(3). Available: http://www.readingonline.org/articles/art_index.asp?HREF=/articles/handbook/
gee/index.html

Gee, J. (2004). Reading as situated language: A sociocognitive perspective. In Preparing reading professionals: A collection from the International Reading Association (41-52). Newark, DE: International Reading Association.

Gee, J. (2003). What video games have to teach us about learning and literacy. New York, NY: Palgrave MacMillan.

Hatfield, D., & Shaffer, D. (2006). Press play: designing an epistemic game engine for journalism. Paper presented at the Paper presented at the International Conference of the Learning Sciences (ICLS). Retrieved May 20, 2013 from https://www.zotero.org/rafaelfajardo/items/itemKey/NSBTG46X

Heteroglossia. (2007, November 7). In Wikipedia, The Free Encyclopedia. Retrieved 17:10, January 31, 2008, from http://en.wikipedia.org/w/index.php?title=Heteroglossia&oldid=169928325

IBM. (n.d.). Virtual worlds, real leaders. Retrieved on May 20, 2013 from http://www.ibm.com/ibm/gio/media/pdf/ibm_gio_gaming_report.pdf

Jenkins, H. (2005). Games, the new lively art. Retrieved January 22, 2008, from: http://web.mit.edu/cms/People/henry3/GamesNewLively.html

Jenkins, H., Clinton, K., Purushotma, R., Robison, A., & Weigel, M. (2006). Confronting the challenges of participatory culture: Media education for the 21st century. MacArthur Foundation Occasional Paper, Retrieved January 24, 2008,from http://digitallearning.macfound.org/atf/cf/%7B7E45C7E0-A3E0-4B89-AC9C-E807E1B0AE4E%7D/JENKINS_WHITE_PAPER.PDF.

Jenkins, H., & Squire, K. (2002). The art of contested spaces. Henry Jenkins' Blog, Retrieved January 24, 2008, from http://web.mit.edu/cms/People/henry3/contestedspaces.html.

Juul, J. (2007). Without a goal. In T. Krzywinska & B. Atkins (eds.) Videogame/Player/Text. Retrieved on January 28, 2008 from http://www.jesperjuul.net/text/withoutagoal/. Manchester: Manchester University Press.

Kehrberg, G. (n.d.). Place-based education: an annotated bibliography. Retrieved May 20, 2013, from http://web.archive.org/web/20080705022924/http://www.clearingmagazine.org/place-based.html

Knobel, M., & Lankshear, C. (2007, April). The stuff of new literacies. Paper presented at the Mary Lou Fulton Symposium, Arizona State University.

Koster, R. (2005). A theory of fun. Retrieved January 8, 2009, from: http://www.raphkoster.com/gaming/atof/theoryoffun.pdf

McGonigal, J. (2003). A real little game: The performance of belief in pervasive play. Retrieved January 28, 2008, from: http://www.avantgame.com/MCGONIGAL%20A%20Real%20Little%20Game%
20DiGRA%202003.pdf

Neulight, N., & Kafai, Y. (2005). What happens if you catch whypox? Children’s learning experiences of infectious disease in a multiuser virtual environment. Paper presented at Digital Games Research Association International Conference. Retrieved May 20, 2013, from http://summit.sfu.ca/system/files/iritems1/269/390c462afc3125d852ccd434fc59.doc

Papert, S., & Harel, I. (1991). Situating Constructionism. Retrieved January 22, 2008, Web site: http://web.media.mit.edu/~calla/web_comunidad/Reading-En/situating_constructionism.pdf

Salen, K. (2007). Gaming literacies: a game design study in action. Journal of Educational Media and Hypermedia, Retrieved May 20, 2013, from http://llk.media.mit.edu/courses/readings/salen-gaming-literacies.pdf

Shaffer, D. (2006). Epistemic games to improve professional skills and values. Retrieved May 20, 2013, from: http://www.oecd.org/edu/ceri/39530780.pdf

Sliwinski, A. (2007). Study: evidence low that video games cause violence. Joystiq, Retrieved January 22, 2008, from http://www.joystiq.com/2007/02/19/study-evidence-low-that-video-games-cause-violence/

The Spencer Foundation (n.d.), What is design based research?. Retrieved January 28, 2008, from: http://www.designbasedresearch.org/dbr.html.

Squire, K. (2000). [Weblog] The most fun you can have with railroads without sniffing glue. Joystick101. Retrieved January 28, 2008, from http://web.archive.org/web/20001216090300/http://www.joystick101.org/?op=
displaystory&sid=2000/9/22/135449/369

Squire, K., & Jenkins, H. (2003). Harnessing the power of games in education. Insight, 3. Retrieved October 17, 2007, from http://website.education.wisc.edu/kdsquire/manuscripts/insight.pdf

Squire, K., & Mingfong, J. (2007). Mad City Mystery: developing scientific argumentation skills. Journal of Science Education and Technology, 16, Retrieved January 28, 2008, from http://www.springerlink.com/content/j1271r3882473q0r/fulltext.pdf.

Squire, K., & Steinkuehler, C. (2004). Generating cybercultures: The case of Star Wars galaxies. Cyberlines 2.0: Languages and culture of the Internet, Retrieved January 28, 2008, from http://inkido.indiana.edu/onlinecom/squire-steinkuehler.pdf

Steinkuehler, C. (2005). Cognition and Literacy in Massively Multiplayer Online Games. In J. Coiro, M. Knobel, C. Lankshear & D. Leu (Eds.), Handbook of Research on New Literacies. Mahwah NJ: Erlbaum.

Svarovsky, G., & Shaffer, D. (2005). Sodaconstructing knowledge through exploratoids. Journal of Research in Science Teaching, Retrieved May 20, 2013, from http://onlinelibrary.wiley.com/doi/10.1002/tea.20112/pdf

The Walden Woods Project, (2005). Place-based activities for the classroom. In Thoreau's Footsteps, 1, Retrieved January 28, 2008, from http://www.walden.org/Education/e-newsletters/May%202005/IN_THOREAU_FOOTSTEPS_V1.2_05%2006%2005.htm
#Place_Based_Activities

Zimmerman, E. (2007). Gaming literacy. MIT Media Lab, Retrieved May 20, 2013, from http://ericzimmerman.com/files/texts/Chap_1_Zimmerman.pdf

Zone of proximal development. (2008, January 30). In Wikipedia, The Free Encyclopedia. Retrieved 17:11, January 31, 2008, from http://en.wikipedia.org/w/index.php?title=Zone_of_proximal_development&oldid
=187931341