Learning and Teaching with Electronic Games eBook
Richard Ferdig, University of Florida, United States
Learning and Teaching with Electronic Games. Published . ISBN 978-1-8800-9472-3 Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA.
Although notions of gaming and play have been around seemingly forever, there is a recent surge of interest in the possibilities of using electronic gaming for teaching and learning. There are gaming conferences (e.g., Games + Learning + Society - http://glsconference.org/2007/), gaming journals (e.g., Game Studies - http://gamestudies.org/), educational game
summits (e.g., Federation of American scientists - http://www.fas.org/gamesummit/),
and gaming initiatives (e.g., Serious Games - http://www.seriousgames.org/). Foundations and granting agencies are also showing an increased interest in the use of electronic games (e.g., MacArthur Foundation - http://www.macfound.org).
Ferdig, R. (2009). Learning and Teaching with Electronic Games. Chesapeake, VA: Association for the Advancement of Computing in Education (AACE). Retrieved November 16, 2018 from https://www.learntechlib.org/primary/p/30431/.
© 2009 Association for the Advancement of Computing in Education (AACE)
- Barton, D. (1994). Literacy: An introduction to the ecology of written language. Oxford: Blackwell.
- Bazalgette, C. (1988). They changed the picture in the middle of the fight: New kinds of literacy. In M. Meek & C. Mills (Eds.) Language and literacy in the primary school (pp. 211-223). London: Falmer.
- Beavis, C. (2001). Digital culture, digital literacies: Expanding the notions of text. In Beavis, C. & Durrant, C. (Eds.) P(ICT)ures of English: Teachers, learners and technology (pp. 145-161). Adelaide: Wakefield Press.
- British Film Institute (2000). Moving images in the classroom: A secondary teacher’s guide to using film and television. London: British Film Institute.
- Bourdieu, P. (1984). Distinction: A social critique of the judgement of taste. London: Routledge
- Bruce, C. (1997). The seven faces of information literacy. Adelaide: Auslib Press.
- Buckingham, D. (1989). Television literacy: A critique. Radical Philosophy, 51, 12-25.
- Buckingham, D. (Ed.) (1998). Teaching popular culture: Beyond radical pedagogy. London: UCL Press.
- Buckingham, D. (2003). Media education: Literacy, learning and contemporary culture. Cambridge: Polity.
- Buckingham, D., Grahame, J., & Sefton-Green, J. (1995). Making media. London: English and Media Centre.
- Burn, A. (2004). Potter-literacy– From book to game and back again; Literature, film, game and cross-media literacy. Papers: Explorations into Children’s Literature, 14(2), 5-17.
- Burn, A., & Schott, G. (2004). Heavy hero or digital dummy? Multimodal player–avatar relations in Final Fantasy 7, Visual Communication, 3(2), 213233.
- Caillois, R. (2001). Man, play and games (trans. M. Barash). Chicago; University of Illinois Press.
- Carr, D. (2003). Play dead: Genre and affect in Silent Hill and Planescape Torment, Game Studies, 3(1) www.gamestudies.org.
- Carr, D., Buckingham, D., Burn, A., & Schott, G (2006). Computer games: Text, narrative and play. Cambridge: Polity.
- Cassell, J., & Jenkins, H. (Eds.) (1998). From Barbie to Mortal Kombat: Gender and computer games. Cambridge, MA: MIT Press.
- Cope, B., & Kalantzis, M. (Eds.) (2000). Multiliteracies: Literacy learning and the design of social futures. London: Routledge.
- Crawford, C. (2002). Chris Crawford on game design. New York: Prentice Hall.
- Eco, U. (1979). Can television teach? Screen Education, 31, 15-24.
- Eskelinen, M. (2001). The gaming situation, Game Studies, 1 www.gamestudies.org.
- Eskelinen, M. & Tronstad, R. (2003). Videogames and configurative performances. In Wolf, M.J.P. & Perron, B. (Eds.), The videogame theory reader (pp. 195-220). London: Routledge.
- Forster, E.M. (1927). Aspects of the novel. London: Edward Arnold.
- Frasca, G. (1999). Ludology meets narratology: Similitude and differences between (video)games and narrative. Http://www.ludology.org/ (Finnish version
- Genette, G. (1980). Narrative discourse (trans. J.E. Lewin). Oxford: Blackwell.
- Gilster, P. (1997). Digital literacy. New York: Wiley.
- Heath, S.B. (1983). Ways with words. Cambridge: Cambridge University Press.
- Hodge, B., & Tripp, D. (1986). Children and television: A semiotic approach. Cambridge: Polity.
- Jarvinen, A. (2003). Making and breaking games: A typology of rules. Paper presented at the Level Up: Digital Games Research Conference, Utrecht.
- Jenkins, H. (2006). Convergence culture. New York: New York University Press.
- Juul, J. (2003). The game, the player, the world: looking for a heart of gameness. In Copier, M & Raessens, J (Eds.), Level Up, Digital Games Research conference proceedings, University of Utrecht, 4-6 November 2003.
- Kafai, Y. (1996). Gender differences in children’s constructions of videogames. In Greenfield, P.M. & Cocking, R.R. (eds.). Interacting with video (pp. 39134
- Kress, G. (1997). Before writing: Rethinking the paths to literacy. London: Routledge.
- Kress, G. & Van Leewen, T. (2001). Multimodal discourse. London: Edward Arnold.
- Luke, C. (2000). Cyber-schooling and technological change: Multiliteracies for new times. In Cope, B. & Kalantzis, M. (Eds.), Multiliteracies: Literacy learning and the design of social futures (pp. 69-91). London: Routledge.
- Mackereth, M., & Anderson, J. (2000). Computers, videogames, and literacy: What do girls think? The Australian Journal of Language and Literacy, 23(3), 184 –195.
- Mackey, M. (2002). Literacies across media: Playing the text. London: Routledge.
- Messaris, P. (1994). Visual ‘literacy’: Image, mind and reality. Boulder, Colorado: Westview.
- Moore, D., & Dwyer, F. (1994). Visual literacy: A spectrum of visual learning. Englewood Cliffs, NJ: Educational Technology Publications.
- Pelletier, C. (2005). The uses of literacy in studying computer games: Comparing students’ oral and visual representations of games. English Teaching Practice and Critique 4.1, www.education.waikato.ac.nz.
- Ryan, M-L. (2001). Beyond myth and metaphor– The case of narrative in digital media. Game Studies, 1(1), www.gamestudies.org.
- Salen, K., & Zimmerman, E. (2003). This is not a game: Play in cultural environments. In Copier, M. & Raessens, J. (Eds.), Level Up, Digital Games Research conference, proceedings, University of Utrecht, 4-6 November 2003.
- Salen, K., & Zimmerman, E. (2004). Rules of play: Game design fundamentals. Cambridge, MA: The MIT Press.
- Spencer, M. (1986). Emergent literacies: A site for analysis. Language Arts, 63(5), 442-53.
- Street, B. (1995). Social literacies. London: Longman.
- Tyner, K. (1998). Literacy in a digital world. Mahwah, NJ: Erlbaum.
- Vygotsky, L.S. (1978). Mind in society. Cambridge, MA: Harvard University Press. Vygotsky, L.S. (1931/1998). Imagination and creativity in the adolescent. In The collected works of L.S. Vygotsky, vol. 5 (pp. 151-166).
- Whalen, Z. (2004). Play along: an approach to videogame music. Game Studies, 4(1), www.gamestudies.org.
- Wolf, M.J.P. (2002). The medium of the videogame. Austin, TX: University of Texas Press. Game References Age of Empires (1997) Ensemble/Microsoft
- Call of Duty (2003) Infinity Ward/Activision Crash Bandicoot (1996) Naughty Dog/Sony Goldeneye 007 (1997) Rare/Nintendo
- Planescape Torment (1999) Black Isle Studios/Interplay Productions, Inc. Silent Hill (1999) Konami/Konami
- Spiderman (2002) LTI Gray matter/Activision Resident Evil 2 (1998) Capcom/Capcom Tetris (1988) Atari/Atari The Sims (2000) Maxis/Electronic Arts Timesplitters 2 (2002) Free Radical Design/Eidos Notes This article draws on the Making Games project, funded by the UK Economic and Social Research Council, 2003-2006, RES-328-25-000. We would like to thank Caroline Pelletier for her contribution to this research, Immersive Education, who developed the software, and James Durran and Craig Morrison and their students, the school partners in the project. Pseudonyms have been used for student names.
These references have been extracted automatically and may have some errors. If you see a mistake in the references above, please contact email@example.com.
Salah Eddine Bahji, High School of Technology (Sale) - Mohammed V-Agdal University(Rabat), Morocco
Global Learn 2011 (Mar 28, 2011) pp. 1204–1209
These links are based on references which have been extracted automatically and may have some errors. If you see a mistake, please contact firstname.lastname@example.org.
- Preface: Learning and Teaching with Electronic Games p. 3
- Richard E. Ferdig
- Towards a Framework for Understanding Electronic Educational Gaming p. 11
- Meredith Dipietro, Richard E. Ferdig, Jeff Boyer and Erik W. Black
- New Media Resistance: Barriers to Implementation of Computer Video Games in the Classroom p. 35
- John W. Rice
- Third Generation Educational Use of Computer Games p. 49
- Simon Egenfeldt-Nielsen
- First Steps and Beyond: Serious Games as Preparation for Future Learning p. 69
- Debbie Denise Reese
- Gaming Literacies: A Game Design Study in Action p. 87
- Katie Salen
- Game Literacy in Theory and Practice p. 109
- David Buckingham and Andrew Burn