Add new comment

IT 695 Special Topics: Computer Games and Learning (Summer 2006)

This course isn't fully planned yet (and won't be until I know whether it'll be taught, but I'll try to add readings here as I come up with them. There's also a nascent syllabus online.

Feel free to ask questions or suggest readings as a comment or by email.

Possible readings:

Brunner, C., Bennett, D. T., & Honey, M. (1998). From barbie to mortal kombat: Gender and computer. Cambridge: MIT Press.

Dickey, M. D. (2005). Engaging by design: How engagement strategies in popular computer and video games can inform instructional design. Educational Technology Research and Development, 53 (2), 67-83.

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

Parisi, P. (1997). The teacher who designs videogames. Wired, 5 (1), 98-103. (Also [Online.] Available: http://www.wired.com/wired/archive/5.01/esschilling.html)

Purushotma, R. (2005). You’¡Çre not studying, you’¡Çre just. . . . Language Learning & Technology, 9 (1), 80-96.

Rieber, L. P. (1996). Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games. Educational Technology Research and Development, 44 (2), 43-58. Rieber, L. P., Smith, L., & Noah, D. (1998). The value of serious play. Educational Technology, 38 (6), 29-37.

Rosas, R., Nussbaum, M., Cumsille, P., Marianov, V., Correa, M., Flores, P., et al. (2003). Beyond Nintendo: Design and assessment of educational video games for first and second grade students. Computers and Education, 40 (1), 71-94.


Reply



The content of this field is kept private and will not be shown publicly.


*

  • Allowed HTML tags: <a> <em> <strong> <cite> <code> <ul> <ol> <li> <dl> <dt> <dd>
  • Lines and paragraphs break automatically.