Game-Based Learning Research

Below are a collection of white papers, articles and more related to the use of video games in education.  A big thanks to Dean Groom of Macquerie University in Sydney, Australia for compiling the bulk of this list:

Game-based Research and References

Becker, K. (2006). Pedagogy in commercial video games. In D. Gibson, C. Aldrich & M. Prensky (Eds.), Games and simulations in online learning: Research and development frameworks. Hershey, PA: Idea Group Inc.
Clarke, J., & Dede, C. (2005). Making learning meaningful: An exploratory study of using multi-user environments (MUVEs) in middle school science. Paper presented at the American Educational Research Association Conference, Montreal, Canada.
Dede, C., Ketelhut, D. J., & Nelson, B. (2004). Design-based research on gender, class, race, and ethnicity in a multi-user virtual environment. Paper presented at the American Educational Research Association Conference, San Diego, CA.
Gee, J. P. (2007). What video games have to teach us about learning and literacy (revised and updated edition.). New York: Palgrave Macmillan.
Ketelhut, D. J., Dede, C., Clarke, J., & Nelson, B. (2006). A multi-user virtual environment for building higher order inquiry skills in science. Paper presented at the American Educational Research Association, San Francisco, CA.
Oblinger, D. G., & Oblinger, J. L. (2005). Educating the net generation. Retrieved September 18, 2008, from http://net.educause.edu/ir/library/pdf/pub7101.pdf.
Prensky, M. (2006). Don’t bother me mom, I’m learning! : How computer and video games are preparing your kids for 21st century success and how you can help! (First.). St. Paul, MN: Paragon House.
Reeves, B., & Malone, T. (2007). Leadership in games and at work: Implications for the enterprise of massively multiplayer online role-playing games. Palo Alto, California: Seriosity.
Reeves, B., Malone, T., & O’Driscoll, T. (2008, May) Leadership’s online labs. [Electronic Version]. Harvard Business Review, 58-66.
Rieber, L. P. (1996). Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games. Educational Technology Research & Development, 44(2), 43-58
Shaffer, D. W. (2006). How computer games help children learn. New York: Palgrave Macmillan.
Squire, K. (2005). Changing the game: What happens when video games enter the classroom? . Retrieved August 9, 2008, from http://www.innovateonline.info/index.php?view=article&id=82&action=article.
Steinkuehler, C. A. (2008).  Cognition and literacy in massively multiplayer online games.  Handbook of Research on New Literacies. Mahwah NJ.
Steinkuehler, C.A. and Duncan, S. (2008).  Scientific habits of mind in virtual worlds. Journal of Science Education and Technology.
Vogel, J. J., Vogel, D. S., Cannon-Bowers, J., Bowers, C., Muse, K., & Wright, M. (2006). Computer gaming and interactive simulations for learning: A meta-analysis. Journal of Educational Computing Research, 34(3), 229-243.
Wagner, Mark.  (2011).  Massively-Multiplayer Online Role-Playing Games As Constructivist Learning Environments in K-12 Education:  A Delphi Study. (1.1 MB PDF)
Yazzie-Mintz, E. (2006). Voices of students on engagement: A report on the 2006 high school survey of student engagement. Indiana University School of Education Bloomington. Retrieved September 18, 2008, from http://ceep.indiana.edu/hssse/pdf/HSSSE_2006_Report.pdf.

Books

Book Chapters

Journal Articles

Commentaries and Reviews

Game Culture

Designing Games within Education

Virtual Worlds

News and Blog Articles:

Video Game Camps Target At-Risk Youth – eSchoolNews.

Online Games Like World of Warcraft Can Create Better Citizens… – The Capitol Times, Madison, WI.

World of Warcraft Game Succeeds in School – LiveScience.

Video Games Boost Brain Power, Multitasking Skills – NPR

IBM & Seriosity Thinks World of Warcraft Doubles as Corporate Incubator - http://akugel.wordpress.com/2007/07/02/ibm-seriosity-thinks-world-of-warcraft-doubles-as-corporate-incubator/

World of Warcraft: The Educational Tool - The Selected Works of Kenneth Pierce

The Impact of After School Programs That Promote Personal and Social Skills – meta study by CASEL

Slash, Burn, and Learn – Pat Galagan, ASTD

What about “violence?”

Research addressing the topic of violence and aggression caused by video game use.

Video Game Aggression Supported by “Scant Scientific Evidence”

Research: ‘Absolutely No Evidence’ Violent Games Lead Kids to Real-Life Violence

http://www.ojp.usdoj.gov/bjs/glance/tables/viortrdtab.htm

Web Sites

Games for Change – Website that focuses on serious games that can be used in education.  Great section of links to those games!

Games for Educators – Site that features blog posts, articles, and a database-driven game finder for educators interested in utilizing video games in their classroom.

Immune Attack – An educational video game that teaches about the immune system.

Institute of Plan – “…leverages games and play as critical contexts for learning, innovation, and change in the 21st century.”

Lure of the Labyrinth – Online, Flash-based video game that addresses middle grades mathematics (ratios, algebraic expressions, etc.).  This site is well-themed, provides supporting lessons and strategies for teachers, and allows students to customize their play experience.

The Education Arcade – Site that looks at the use of video games in education for engaging learning.

One Response to “Game-Based Learning Research”

  1. [...] in Education (in wikispace) is a fantastic resource collection put together by Adrian Camm. List of Research on Game-based Learning from Lucas Gillispie is for you to learn the depth of gamifying [...]

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