Appearance on this list is not necessarily an endorsement.

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Please send additions/corrections to marc@games2train.com

 

 

Selected URLs and other resources for Game-Based Education, e-Learning and Training

 

Compiled by Marc Prensky

Please send additions/corrections to marc@games2train.com

 

Updated 4/27/03

 

I. COMPANIES

II. ORGANIZATIONS AND ACADEMIA PROJECTS AND PRODUCTS

III. ARTICLES, REPORTS, AND PAPERS – ONLINE

IV. ARTICLES, REPORTS, AND PAPERS – NOT ONLINE

V. BOOKS

VI. RESOURCE SITES

 

 

I. COMPANIES

 

 

www.corporateinternetgames.com  Corporate Internet Games (a/k/a Corporate Adrenalin)

 

www.games2train.com   Games2train

 

www.thiagi.com/   Games by Thiagi

 

www.houdini.se    Houdini Digital Creations (Stockholm, Sweden)

 

www.kar2ouche.com/   Immersive Education Ltd (Kar2ouche Role Playing Software)

 

www.imparta.com/    Imparta (UK)

 

www.learningware.com/    Learningware

 

www.lightspan.com/    The Lightspan Partnership

 

www.lucaslearning.com/   Lucas Learning

 

www.mak.com/    MaK Technologies

 

www.mbagames.com/    MBA Games

 

www.managementpossible.com/    Management Possible

 

www.montecristogames.com    Monte Cristo

 

www.ninthhouse.com/    Ninth House Networks

 

www.simulearn.net/    SimuLearn

 

www.telebeans.com/    TeleBeans

 

www.objection.com/   Transmedia

 

www.visualpurple.com/    Visual Purple

 

www.willinteractive.com/   Will Interactive


http://monkeywrench.think3.com/   Think3


www.cognitoy.com   Cognitoy


www.stagecast.com/    StageCast
 
www.riverdeep.net/learningcompany/   Learning Company


www.scholastic.com   Scholastic

 

www.virtual-u.org    Virtual U

 

 

 

II. ORGANIZATIONS AND ACADEMIA PROJECTS AND PRODUCTS

 

 

BECTA – British Educational Computer and Technology Association (UK)

http://www.becta.org.uk/

 

DigiPlay -  Universities of Manchester and Central Lancashire (UK)

www.digiplay.org.uk/

 

E-GEMS – Electronic Games for Education in math and Science (U of British Columbia, Canada)

http://taz.cs.ubc.ca/egems/home.html

 

e-Cybermission  - Math and Science learning

www.ecybermission.com

 

The Learning Federation  (American Federation of Scientists, Microsoft, et al.) (US)

www.thelearningfederation.org

 

MIT Games To Teach Project (Massachusetts Institute of Technology, Microsoft) (US)

http://cms.mit.edu/games/education/

 

MIT Media Lab  (Massachusetts Institute of Technology) (US)

http://gonzo.media.mit.edu/public/web/

 

TEEM – Teachers Evaluating Educational Multimedia (UK)

http://www.teem.org.uk/

 

 

 

 

III. ARTICLES, REPORTS, AND PAPERS – ONLINE

 

Ahdell, Rolf and Andresen, Guttorm Games and Simulations in Workplace eLearning  Masters Thesis, 2002

Amory, Alan, Kevin Naicker, Jackie Vincent and Claudia Adams. Computer Games as a Learning Resource (South Africa)

BBC. Learning Games Do Not Boost Results – BBC News 11-26-01

BECTA. Computer Games to Support Learning – Information Sheet, BECTA (UK) Jan 2002

Chao, Dennis. Doom as an Interface for Process Management , U of New Mexico 2001

Deutsch, David. Taking Children Seriously: Video Games: Harmfully Addictive or a Unique Educational Environment?.  1992

Gardner, Patrick. Games With A Day Job: Putting the Power of Games to Work  (Sweden)

Grenade, Stephen. Teaching With Interactive Fiction: ESL  

Grenade, Stephen. Teaching With Interactive Fiction: Critical Thinking Skills

Jenkins, Henry. A Game Theory On How To Teach Kids ,  MIT Technology Review April 1, 2002

Kawashima, Ryuta. Computer Games Stunt Student Brains  – Description of Ryuta Kawashima’s Research, The Observer, 8-8-01

Kafai, Yasmin. The Educational Potential of Electronic Games: From Games-To-Teach to Games-To-Learn  UCLA K•I•D•S

Keighly, Geoff.  Millenium Gaming GameSpot, December 2000

Kirriemuir, John.  Video gaming, education and digital learning technologies: relevance and opportunities, lib magazine, February 2002.

Kirriemuir, John. The relevance of gaming and gaming consoles to the Higher and Further Education learning experience,JISC Techwatch commissioned report, April 2002

Koster, Ralph, Game Design papers

Lewis, David. Video Games 'Valid learning Tools'BBC report of Sony Research by David Lewis

Maloof, Christine and Gabriel, Deborah. Bridging Schools and Homes: the Lightspan Project, 9-1-98

MacFarlane, Angela Video Games 'Stimulate Learning'    TEEM. BBC News 3-18-02

MacFarlane, Angela. Games in Education (TEEM Report)

Prensky, Marc.  Digital Natives, Digital Immigrants   ,On the Horizon, 9:5, Sept-Oct 2001

Prensky, Marc.  Do They REALLY Think Differently? On the Horizon, 9:6, Nov-Dec 2001

Prensky, Marc.  The Motivation of Gameplay  On the Horizon, Vol 10, No 1

Prensky, Marc.  Not Only The Lonely: implications of "social" online activities for higher education   On the Horizon, Vol 10, No 4

Prensky, Marc.  Open Collaboration  On the Horizon, Vol 10, No 3

Prensky, Marc.  Simulations : Are They Games?  From Digital Game-Based Learning

Prensky, Marc.  Types of Learning and Possible Game Styles  Digital Game-Based Learning

Prensky, Marc.  Why Games Engage Us  from Digital Game-Based Learning

Prensky, Marc.  Why NOT Simulation 

Robson, Robby. No Significant Difference’ Phenomenon – Online and offline learning have same results

Sawyer, Ben. Serious Games: Improving Public Policy through Game-Based Learning and Simulation, Woodrow Wilson International Center for Scholars.

Smith, Richard, Curtin, Pamela and Newman, Linda. The educational implications of computer and computer games use by young children  (Australia)

Squire, Kurt. Games in Instructional Technology
Travis, Alan.
 Zap! Go to the Top of the Class  Alan Travis, The Guardian 3-24-2001

 

 

 

IV. ARTICLES, REPORTS, AND PAPERS – NOT ONLINE

 

Bisson, Christian, and John Luckner, "Fun in Learning: The Pedagogical Role of Fun in Adventure Education," Journal of Experimental Education, Vol. 9, No. 2, 1996 pp 108-112.
Bloom B. S., "The Two Sigma Problem: The Search for Methods of Group Instruction as Effective as One-to-One Tutoring," Educational Researcher, Vol. 13, Nos. 4-6, 1984.
Cash, R. Joseph, Behrmann, B. Michael, Stadt, W. Ronald & Daniels, M. Harry (Southern Illinois University), "Effectiveness of Cognitive Apprenticeship Instructional Methods in College Automotive Technology Classroom." Journal of Industrial Teacher Education (34,2) 1997, p. 29-49.
Filipczak, Bob, "Training Gets Doomed," Training, August 1997.
Fister, Sarah, "CBT Fun and Games," Training, May 1999.
Hensgens Jan, Van Rosmalen, Perter & Van Der Baaren John. "Authoring for Simulation-Based Learning" Instructional Science (23) 1995 p. 269-296.
Janz D. Brian & Wetherbe C. James. "Motivating, Enhancing and Accelerating Organizational Learning: Improved Performance Through User-Engaging Systems". The University of Memphis Tennessee , 1999.
Knotts, Jr. S. Ulysses & Keys J. Bernard. "Teaching Strategic Management with a Business Game." Simulation & Gaming (28,4) 1997, p. 337-393.
Lieberman, Debra A., "Health Education Video Games for Children and Adolescents: Theory, Design and Research Findings," paper presented at the annual meeting of the International Communications Association, Jerusalem, 1998.
Lipson, Ashley S., "The Inner Game of Educational Computer Games," self-published paper, no date.
Malone, Thomas W., "Towards a Theory of Intrinsic Motivation," Cognitive Science 4, 1981, pp. 333-369.
Malone, Thomas W., "What Makes Computer Games Fun?," Byte, December 1981.
Masie, Elliot, "The "e" in e-learning stands for 'E'xperience," TechLearn TRENDS, Special Report, Oct. 20, 1999.
Papert, Seymour, "Does Easy Do It? Children Games and Learning," in Game Developer Magazine, June 1998.
Peters, Richard. "Modeling to Enhance Critical Thinking and Decision Making Skills Development in the Instructional Process": The Social Studies 1987.

Saltzman, Marc,  Game Design Secrets of the Sages
Schank, Roger C., "What We Learn When We Learn by Doing," The Institute for the Learning Sciences, Technical Report #60, October 1994.
Starbuck, William H., and Jane Webster, "When Is Play Productive?," in Accounting, Management and Information Technology, Vol. 1, No. 1, 1991.
Westera, Wim & Sloep B. Perter. "The Virtual Company: Toward a Self-Directed Competence-Based Learning Environment in Distance Education." Educational Technology January-February 1998, p.32-36.
Wolfe, Joseph. "The Effectiveness of Business Games in Strategic Management Course Work". Simulation & Gaming December 1997, P. 360-373.
"Television in the Home, 1998: Third Annual Survey of Parent and Children," Annenburg Policy Center, June 22, 1998

Video Games and the Elusive Search for their Effects on Children: An Assessment of Twenty Years of Research

Sylwester, Robert, Bioelectronic Learning :The Effects of Electronic Media on a Developing Brain. Technos Quarterly, 6:2  1997

 

 

V. BOOKS

 

 

Several new books on games and game design are coming out in 2003, including:

 

Goldstein, Jeffrey and Joost Raessens, eds. Handbook of Computer Game Studies, MIT Press, 2003.

Rollings, Andrew and Ernest Adams, Andrew Rollings and Ernest Adams on Game Design, New Riders, 2003.

Salin, Katie and Eric Zimmerman, Rules of Play, MIT Press, 2003.

Wolf, Mark and  Perron, Bernard, eds., The Video Game Theory Reader, Routledge, 2003.

 

 

 

PUBLISHED: (Note: Some of these authors, especially Provenzo, Healy and Stoll, are nay-sayers)

 

Ackerman, Diane, Deep Play, Random House, 1999.
Avedon, Elliot and Brian Sutton-Smith eds., The Study of Games, Wiley & Sons, 1971.
Bennehum, David S., Extra Life, Coming of Age in Cyberspace, Basic Books, 1998.
Bruer, John T., The Myth of the First Three Years, The Free Press, 1999.
Caillois, Roger, Man, Play and Games, Free Press, 1961
Caine, Rennate Numela and Geoffrey Caine, Making Connections: Teaching and the Human Brain, Addison Wesley, 1991.
Cassell, Justine, and Henry Jenkins, eds., From Barbie to Mortal Kombat: Gender and Computer Games, MIT Press, 1998.
Crawford, Chris, The Art of Computer Game Design, Osborne/McGraw-Hill 1982.

Crawford, Chris, The Art of Interactive Design, No Starch Press, 2002.
Csikszentmihalyi, Mihaly, Flow: the Psychology of Optimal Experience, Harper & Row, 1990.

Darley, Andrew, Visual Design Culture: Surface Play and Spectacle in New Media Genres, Routledge, 2000.
Davis, Stan, and Jim Botkin, The Monster Under the Bed, Simon & Schuster, 1994.
Dewey, John, Democracy and Education; An Introduction to the Philosophy of Education, New York, Macmillan, 1916
Diamond, Marian, Enriching Heredity: The Impact of the Environment on the Anatomy of the Brain, The Free Press, 1988.

Dodsworth, Clark, ed., Digital Illusion: Entertaining the Future with High Technology, Addison-Wesley, 1997.

Erlbach, Arlene, Video Games – How It’s Made, Lerner, 1994

Faber, Liz, Computer Games Graphics, Watson-Guptill, 1998
Gopnick, Alison, Andrew N. Meltzoff, and Patricia K. Kuhl, The Scientist in the Crib: Minds, Brains, and How Children Learn, William Morrow, 1999.
Greenfield, Patricia M., Mind and Media: The Effects of Television, Video Games and Computers, Harvard, 1984.
Greenfield Patricia M., and Rodney R. Cocking, Eds., Interacting with Video, Ablex, 1996.
Healy, Jane M. , Endangered Minds: Why Children Don't Think and What We Can Do About It, Simon & Schuster, 1990.
Healy, Jane M., Failure to Connect: How Computers Affect Our Children's Minds and What We Can Do About It, Simon & Schuster, 1998.

Herman, Leonard, Phoenix: The Fall and Rise of Videogames, Rolenta Press, 1997
Herz, J. C., Joystick Nation, How Videogames Ate Our Quarters, Won Our Hearts and Rewired Our Minds, Little Brown, 1997.
Huizinga, Johan, Homo Ludens: A Study of the Play Element in Culture, Beacon, 1955.
Jensen, Eric, Brain-Based Learning, The Brain Store, 2000.

Kinder, Marsha, Playing With Power in Movies Television and Videogames, U Cal, 1991.

Levin, Madeline, See No Evil: A Guide to Protecting Our Children from Media Violence, Jossey-Bass, 1998.

Loftus, Geoffrey, and Elizabeth R. Loftus, Mind at Play: The Psychology of Video Games, Basic Books, 1983.
McCloud, Scott, Understanding Comics: The Invisible Art, Kitchen Sink Press, 1993.

McLuhan, Marshall, Understanding Media, Routledge and Kegan Paul, 1964.
McLuhan, Marshall, and Quentin Fiore, War and Peace in the Global Village, 1968 (reprinted by Hardwired, 1997.)
McLuhan, Marshall, and Quentin Fiore, The Medium Is the Massage: An Inventory of Effects, Bantam Books, 1967.

Mencher, Marc, Get in the Game! Careers in the Game Industry, Pearson, 2002.
Modeling and Simulation: Linking Entertainment and Defense, National Academy Press, 1997.
Murray, Janet H., Hamlet on the Holodeck: The Future of Narrative in Cyberspace, MIT, 1997.
Negroponte, Nicholas, Being Digital, Vintage, 1996.

Olesky, Walter, Video Game Designer (“Cool Careers”) Rosen, 2000.

Osofsky, Joy D., ed., Children in a Violet Society, Guilford, 1998.
Papert, Seymour, The Children’s Machine. Basic Books, 1992.

Pesce, Mark, The Playful World: How Technology is Transforming Our Imagination, Ballentine, 2000.

Poole, Steven, Trigger Happy: Videogames and the Entertainment Revolution, Arcade, 2000.
Postman, Neil, Amusing Ourselves to Death  Penguin, 1985.
Postman, Neil, The End of Education, Alfred A. Knopf, 1995.
Prensky, Marc, Digital Game-Based Learning, McGraw-Hill, 2001.

Provenzo, Eugene, Video Kids – Making Sense of Nintendo, Harvard, 1991.

Rollings, Andrew and Dave Morris, Game Architecture and Design, Coriolis, 1999.

Rouse, Richard III. Game Design: Theory & Practice, Wordware, 2003.

Rose, Colin & Malcolm J. Nicholl., Accelerated Learning for the 21st Century, Dell, 1997.

Salzman, Marc, ed., Game Design: Secrets of the Sages, Brady Games 1999.
Schank, Roger, Virtual Learning, McGraw-Hill 1997.

Sheff, David, Video games: A Guide for Savvy Parents, Random House Trade, 1994.

Sheff, David and Andy Eddy, Game Over: Press Start to Continue, Hodder and Stoughton, 1999.

Skurzynski, Gloria, Know the Score: Videogames in Your High Tech World, Bradbury, 1994. 
Smith, Frank, The Book of Learning and Forgetting, TC Press, Columbia University, 1998.
Stoll, Clifford, High Tech Heretic: Why Computers Don't Belong in the Classroom and Other Reflections by a Computer Contrarian, Doubleday, 1999.

Sudnow, David, Pilgrim in the Microworld: Eye, Mind, and the Essence of Video Skill, Heinemann, 1983.
Tapscott, Don, Growing Up Digital: The Rise of the Net Generation, McGraw-Hill, 1998.

Turkle, Sherry, The Second Self: Computers and the Human Spirit, Simon and Schuster, 1984.

Turkle, Sherry, Life on the Screen: Identity in the Age of the Internet, Weidenfeld & Nicholson, 1995.

 

 

VI. RESOURCE SITES

 

www.digra.org   Digital Games Research Organization (DiGRA)

 

www.igda.org/   International Game Developers Association (IGDA)

 

www.ceangal.com/gaming/resources.html   Ceangal (UK)

 

www.marcprensky.com/writing/default.asp

 

www.twitchspeed.com/site/news.html

 


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Carroll, J.M. (1982). The adventure of getting to know a computer. IEEE Computer 15: 49-58
Malone, T.W. (1980). What makes things fun to learn? A study of intrinsically motivating computer games. Technical Report CIS-7. Xerox PARC, Palo Alto.
Malone, T.W. (1981a). Toward a theory of intrinsically motivating instruction. Cognitive Science 4: 333-369.
Malone, T.W. (1981b) What makes computer games fun? Byte 6: 258-277.
Malone, T.W. (1984). Heuristics for design enjoyable user Interfaces: Lessons from gomputer games. In: Human factors in computer systems, Thomas, J.C. and Schneider, M.L. (eds.), Ablex, Norwood, N.J., pp. 1-12.
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