Society for Information Technology & Teacher Education International Conference, in San Diego, CA, USA ISBN 978-1-880094-78-5 Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA
Many have argued the value of using video games in the K-12 classroom, particularly within the discipline of social studies. However, to date there have been little empirical evidence to support these claims. This presentation outlines a framework for the integration of video games into the classroom based on Martin’s (1993) types of video games and Wineburg’s (2001) levels of historical understanding. Through this framework, we believe that social studies educators will have a meaningful structure in which to integrate video games into their classroom teaching.
Charsky, D. & Barbour, M. (2010). From Oregon Trail to Peacemaker: Providing a Framework for Effective Integration of Video Games into the Social Studies Classroom. In D. Gibson & B. Dodge (Eds.), Proceedings of SITE 2010--Society for Information Technology & Teacher Education International Conference (pp. 1853-1860). San Diego, CA, USA: Association for the Advancement of Computing in Education (AACE). Retrieved March 25, 2019 from https://www.learntechlib.org/primary/p/33631/.
- Aldrich, C. (2004). Simulations and the future of learning: An innovative (and perhaps revolutionary) approach to e-learning. San Francisco, CA: Pfeiffer.
- Alessi, M.S., & Trollip, S.R. (2001). Multimedia for learning: Methods and development (3rd ed.). Boston: Allyn and Bacon.
- Barab, S.A., & Roth, W. (2006). Curriculum-based ecosystems: Supporting knowing from an ecological perspective. Educational Researcher, 35(5), 3-13.
- Barbour, M.K., Rieber, L.P., Thomas, G., & Rausher, D. (2009). Homemade PowerPoint Games: A Constructionist Alternative to WebQuests. TechTrends, (53)5, 54-60.
- Beck, J.C. & Mitchell W. (2004). Got Game: How the gamer generation is reshaping business forever. Boston: Harvard Business School Press.
- Berson, M.J. (1996). Effectiveness of computer technology in the social studies: A review of the literature. Journal of Research on Computing in Education, 28(4), 86-99.
- Buckingham, D. (2003). Media education and the end of the critical consumer. Harvard Educational Review, 73(3), 309-327.
- Charsky, D. (2004). Evaluation of the effectiveness of integrating concept maps and computer games to teach historical understanding. Unpublished Dissertation, University of Northern Colorado, Greeley, CO.
- Charsky, D., & Mims, C. (2008). Integrating commercial off-the-shelf videogames into school curriculums. TechTrends, 52(5), 38-44.
- Dempsey, J.V., Lucassen, B.A., Haynes, L.L., & Casey, M.S. (1996). Instructional applications of computer games. Paper presented at the American Education Research Association, New York, NY.
- Evans, M., & Barbour, M.K. (2007). "I need a green axe": Videogames and your social studies classroom. Proceedings of the World Conference on E-Learning inCorporate, Government, Healthcare and Higher Education (781-786). Norfolk, VA: AACE.
- Evans, M., & Barbour, M.K. (2007). Making sense of videogames: Pre-service teachers struggle with this new medium. Proceedings of the World Conference on E-Learning inCorporate, Government, Healthcare and Higher Education (2496-2501). Norfolk, VA: AACE.
- Hooper, S., & Rieber, L.P. (1995). Teaching with technology. In A.C. Orstein (Ed.), Teaching: Theory into practice (pp. 154-170). Boston: Allyn and Bacon.
- Martin, A. (1993). Computer-supported simulation and the teaching of history in schools: problems and possibilities. In F. Percival, Lodge, S., & Saunders, D. (Ed.), The Simulation and Gaming Yearbook 1993: Developing transferable skills in education and training (pp. 218-226). London: Kogan.
- Miller, C.T., Loh, C.S., Becker, K., Botturi, L., Barbour, M.K., Nettleton, K.F., Hirumi, A., Rieber, L.P., & Simpson, E. (2008). Learning by designing games: Homemade PowerPoint games. In C.T. Miller (Ed.), Games: Their purpose and potential in education (pp. 219-250). New York: Springer Publishing.
- Rice, J.W. (2006, April). New media resistance: Barriers to implementation of computer videogames in the classroom. Paper presented at the American Educational Research Association Annual Meeting 2006, San Francisco, CA.
- Rice, M.L., & Wilson, E.K. (1999). How technology aid constructivism in the social studies classroom. The Social Studies. 90(1), 28-34.
- Squire, K. (2002). Cultural framing of computer videogames. Game Studies, 2. Retrieved June 1, 2005 from http://www.gamestudies.org/0102/squire/
- Squire, K.D. (2004). Replaying History. Unpublished Dissertation, Indiana University, Bloomington, IN.
- Squire, K.D. (2006). From content to context: Videogames as designed experience. Educational Researcher, 35(8), 19-29.
- Squire, K.D., Giovanetto, L., Devane, B., & Durga, S. (2005). From Users to Designers: Building a Self-Organizing Game-Based Learning Environment. TechTrends, 49(5), 34-44.
- Teague, M., & Teague, G. (1995). Planning with computers-A social studies simulation. Learning and Leading with Technology, 23(1), 20, 22.
- Whitworth, S.A., & Berson, M.J. (2003). Computer technology in the social studies: An examination of the effectiveness literature (1996-2001). Contemporary Issues in Technology and Teacher Education, 2(4), 472-509.
- Wineburg, S. (2001). Historical thinking and other unnatural acts: Charting the future of teaching the past. Philadelphia, PA: Temple University Press.
These references have been extracted automatically and may have some errors. If you see a mistake in the references above, please contact firstname.lastname@example.org.