Alhadeff, E. (2013, January 14). The Global Serious Games Jam. Retrieved from http://serious-

Anderson, C. A. (2004). An update on the effects of playing violent video games. Journal of Adolescence, 27, 113-122.

Anderson, C. A., & Bushman, B. J. (1997). External validity of “trivial” experiments: The case of laboratory aggression. Review of General Psychology, 1(1), 19-41. doi:10.1037//1089-2680.1.1.19

Anderson, C. A., & Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12, 353-359.

Anderson, C. A., Carnagey, N., Flanagan, M., Benjamin, A., Eubanks, J., & Valentine, J. (2004). Violent video games: Specific effects of violent content on aggressive thoughts and behavior. Advances in Experimental Social Psychology, 36, 199-249.

Anderson, J. R., Greeno, J. G., Reder, L. M., & Simon, H. A. (2000). Perspectives on learning, thinking, and activity. Educational Researcher, 29(4), 11-13.

Barab, S., Dodge, T., Ingram-Goble, A., Pettyjohn, P., Peppler, K., Volk, C., & Solomou, M. (2010). Pedagogical dramas and transformational play: Narratively rich games for learning. Mind, Culture, and Activity, 17, 235-264.

Behrens, J. T., Frezzo, D., Mislevy, R., Kroopnick, M., & Wise, D. (2006). Structural, functional and semiotic symmetries in simulation-based games and assessments. In E. Dickieson, W. Wulfeck, & H. F. O’Neil (Eds.), Assessment of problem solving using simulations, (pp. 59-80). New York, NY: Erlbaum.

Brathwaite, B., & Schreiber, I. (2008). Challenges for game designers (1st ed.). Boston, MA: Charles River Media.

Bridgeland, J. M., Dilulio, J. J., & Morison, K. B. (2006). The silent epidemic: Perspectives of high school dropouts. Washington, DC: Civic Enterprises.

Brooks, S. (2011, Oct. 11). “Stories on the Hill” uses app to tell tales. Retrieved from http://www.

Collins, A., Greeno, J., & Resnick, L. B. (1992). Cognition and learning. In B. Berliner & R. Calfee (Eds.), Handbook of Educational Psychology, (pp. 15-46). New York, NY: Simon & Shuster MacMillan.

Cooper, S., Khatib, F., Treuille, A., Barbero, J., Lee, J., Beenen, M., . . . Popovic, Z. (2010). Predicting protein structures with a multiplayer online game. Nature, 466(7307), 756-760.

Department of Labor. (2011). Occupational Employment Statistics Challenge. Retrieved from

DePaul University (2013). DePaul Game Dev. Retrieved from

Donchin, E. (1995). Video games as research tools: The space fortress game. Science, 27(2), 217-223.

Fields, D., & Kafai, Y. (2012). Navigating life as an avatar: The shifting identities-in-practice of a girl player in a tween virtual world. In C. C. Ching & B. Foley (Eds.) Constructing the self in a digital world, (pp. 222-250). Cambridge, UK: Cambridge University Press.

Filament Games. (2009). Do I Have A Right? Retrieved from do-i-have-right

Fritz, B. (2009, November 18). Video game borrows page from Hollywood playbook. Los Angeles Times. Retrieved from

Games Learning Society. (2013). Retrieved from

Gee, J. P. (2003). What video games have to teach us about learning and literacy. Palgrave Macmillan.

Gee, J. P. (2004). Situated language and learning: A critique of traditional schooling. Routledge.

Gee, J. P. (2005). What would a state of the art instructional video game look like? Innovate, 1(6).

Gee, J. P. (2011). Reflections on empirical evidence on games and learning. In S. Tobias & J. D. Fletcher (Eds.), Computer games and instruction. Charlotte, NC: Information Age Publishing.

Gopher, D., Weil, M., & Bareket, T. (1994). Transfer of skill from a computer game trainer to flight. Human Factors: The Journal of the Human Factors and Ergonomics Society, 36, 387-405.

Gray, K., Gabler, K., Shodhan, S., & Kucic, M. (2005). How to prototype a game in under 7 days. Gamasutra. Retrieved from prototype_a_game_in_under_7_.php

Green, C. S., & Bavelier, D. (2003). Action video game modifies visual selective attention. Nature, 423(6939), 534-537.

Green, C. S., & Bavelier, D. (2006a). Enumeration versus multiple object tracking: the case of action video game players. Cognition, 101(1), 217-245. doi:10.1016/j.cognition.2005.10.004

Green, C. S., & Bavelier, D. (2006b). Effect of action video games on the spatial distribution of visuospatial attention. Journal of Experimental Psychology. Human Perception and Performance, 32(6), 1465-1478. doi:10.1037/0096-1523.32.6.1465

Green, C. S., Pouget, A., & Bavelier, D. (2010). Improved probabilistic inference as a general learning mechanism with action video games. Current Biology : CB, 20, 1573-1579. doi:10.1016/j.cub.2010.07.040

Gross, M. (1985). Design as exploring constraints. (Unpublished doctoral dissertation). Massachussetts Institute of Technology, Cambridge, MA.

Honey, M., & Hilton, M. (Eds.). (2011). Learning science through computer games and simulations. Washington, DC: National Academies Press.

iCivics Annual Report 2011. (2012). Retrieved from iCivicsFY2011AnnualReport.pdf

Indiana University Bloomington. (2008). Certificate in game studies. Retrieved from http://

Jameson, E., Trevena, J., & Swain, N. (2011). Electronic gaming as pain distraction. Pain Research & Management: The Journal of the Canadian Pain Society, 16(1), 27-32.

Kafai, Y. B., Franke, M. L., Ching, C. C., & Shih, J. C. (1998). Game design as an interactive learning environment for fostering students’ and teachers’ mathematical inquiry. International Journal of Computers for Mathematical Learning, 3(2), 149-184.

Kawrykow, A., Roumanis, G., Kam, A., Kwak, D., Leung, C., Wu, C., . . . Waldispuhl, J. (2012). Phylo: A citizen science approach for improving multiple sequence alignment. PLoS ONE, 7(3). doi:10.1371/journal.pone.0031362

Koster, R. (2005). How to prototype a game in under 7 days. Retrieved from http://www.

Lepper, M., & Malone, T. (1987). Intrinsic motivation and instructional effectiveness in computer-based education. In Aptitude, learning and instruction: Cognitive and affective process analysis (Vol. 3) (pp. 255-286). Hilldale, NJ: Lawrence Erlbaum.

Malone, T. (1981). Toward a theory of intrinsically motivating instruction. Cognitive Science, 5(4), 333-369.

Maloney, J. H., Peppler, K., Kafai, Y., Resnick, M., & Rusk, N. (2008). Programming by choice: urban youth learning programming with scratch. ACM SIGCSE Bulletin, 40(1), 367-371.

Mane, A., & Donchin, A. (1989). The space fortress game. Acta Psychologica, 71, 17-22.

Mathews, J., & Holden, J. (2012). Place-based design for civic participation. In S. Dikkers, J. Martin, & B. Coulter (Eds.), Mobile media learning. (pp. 131-148). Berlin, Heidelberg, Germany: Springe r-Verlag. Retrieved from cfm?id=2331562.2331570

Mathiak, K., & Weber, R. (2006). Toward brain correlates of natural behavior: fMRI during violent video games. Human Brain Mapping, 27(12), 948-956. doi:10.1002/hbm.20234

Mayo, M. J. (2009). Video games: A route to large-scale STEM education. Science, 323(5910), 79-82.

Michigan State University. (2013). Games and Meaningful Play. Retrieved from http://serious-

Minority. (2013). Papo & Yo. Retrieved from

Mislevy, R. J., Almond, R., & Lukas, J. (2006). A brief introduction to evidence-centered design. (Technical No. 632). Los Angeles, CA: The National Center for Research on Evaluation Standards and Student Testing.

Mislevy, R. J., & Riconscente, M. M. (2005). Evidence-centered assessment design: Layers, structures, and terminology. Menlo Park, CA: SRI International.

Mislevy, R. J., Steinberg, L. S., & Almond, R. G. (2003). Focus article: On the structure of educational assessments. Measurement: Interdisciplinary Research & Perspective, 1(1), 3-62. doi:10.1207/S15366359MEA0101_02

Molleindustria. (2006). McDonalds Video Game. Retrieved from

Moriarty, B. (2011, March 24). An apology for Roger Ebert. Presented at the Game Developer’s Conference, San Francisco, CA. Retrieved from html

Moss, P. A., Pullin, D. C., Gee, J. P, Haertel, E. H., & Young, L. J. (Eds.). (2008). Assessment, Equity, and Opportunity to Learn (1st ed.). Cambridge University Press.

National Science Foundation. (2012). Advancing informal STEM learning (Program solicitation no. NSF 12-560). Washington, DC: National Science Foundation.

New York University. (2013). NYU Game Center. Retrieved from

Rensselaer Polytechnic Institute (2013). Games and Simulations Arts and Sciences. Retrieved from

Rose, M. (2013). Here’s what makes Ludum Dare so special. Gamasutra. Retrieved from http:// php

Seitz, D. (2012, October 2). After 11 million in sales, Minecraft heads to retail Retrieved from ads-to-retail

Shute, V. J. (2011). Stealth assessment in computer-based games to support learning. In S Tobias & J. D. Fletcher (Eds.), Computer games and instruction. Charlotte, NC: Information Age Publishers.

Solis, H., & Chopra, A. (2012). Equal pay app challenge. The Office of Science and Technology Blog. Retrieved from

Squire, K. (2004). Replaying history: Learning world history through playing Civilization III (Unpublished doctoral dissertation). Indiana University Bloomington, Bloomington, IN.

Squire, K. (2006). From content to context: Videogames as designed experience. Educational Researcher, 35(8), 19-29.

Squire, K., & Jan, M. (2007). Mad City Mystery: Developing scientific argumentation skills with a place-based augmented reality game on handheld computers. Journal of Science Education and Technology, 16(1), 5-29. doi:10.1007/sl0956-006-9037-z Steinkuehler, C., & Duncan, S. (2008). Scientific habits of mind in virtual worlds. Journal of Science Education and Technology, 17(6), 530-543. doi:10.1007/s10956-008-9120-8 Torres, R., & Wolozin, L. (2011). Quest to learn: Developing the school for digital kids. Cambridge, MA: MIT Press.

University of Washington (2013). Critical Gaming Project. Retrieved from https://depts.wash-

Van Eck, R. (2006). Digital game-based learning: It’s not just the digital natives who are restless.

Educause Review, 41(2), 16-30.

Wertsch, J. V. (1998). Mind as action. New York, NY: Oxford University Press.

< Prev   CONTENTS   Source   Next >