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Games in Education Resources and Research
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Lucas Gillispie 13 years, 6 months ago
New to the idea of using video games in the classroom? Here are some great resources to get you started:
Books to Read
What Video Games Have to Teach Us About Learning and Literacy by James Gee
Reality Is Broken: Why Games Make Us Better And How They Can Change The World by Jane McGonigal
Presentations
Videos to Watch
Video Games 101 - James Gee
Educational Games Already At Play - Henry Jenkins
Gaming Can Make A Better World - Jane McGonigal
Research to Read
Book Chapters
Klopfer, E. 2006. Handheld Simulation Games for Learning , In Press for E. Soloway. Untitled
Squire, K.D. (2005). Game-based learning: The present and future of state of the field. Report to the Masie Consortium.
Klopfer, E. & Squire, K., Jenkins, H. (2004). Environmental Detectives: PDAs as a Window into a Virtual Simulated World. Kerres, M., Kalz, M., Stratmann, J., de Witt, C. Eds., Didaktik der notebook-universität , (pp.259-274). Münster:Waxmann Verlag.
Jenkins, H. Squire, K. & Tan, P. (2003). You Can’t Bring That Game To School!: Designing Supercharged! In B. Laurel (Ed.) Design research . (pp. 244-252). Cambridge, MIT Press.
Holland, W., Jenkins, H. & Squire, K. Theory by Design (2003). In Perron, B., and Wolf, M. (Eds). Video game theory reader . (pp. 25-46). London: Routledge.
“Interactive Audiences?: The 'Collective Intelligence' of Media Fans” in Dan Harries (ed.), The New Media Book, (London: British Film Institute, 2002)
Jenkins, H. and Squire, K. (2002) Art of contested spaces. In King, L. (Ed.), Game on: The history and culture of video games (pp. 64-75). New York: Universe Publishing.
Journal Articles
Squire, K.D. (2002). Rethinking the role of games in Education. Game Studies, 2(1)
Squire, K., & Durga, S. (in press). Productive gaming: The case for historiographic game play . To appear in R. Ferdig (Ed.) The handbook of educational gaming. Hershey, PA: Information Science Reference.
Squire, K.D., DeVane, B. & Durga, S. (in press). Designing centers of expertise for academic learning through video games . To appear in Theory Into Practice.
Squire, K. (2007). Games, learning, and society: Building a field. Educational Technology, 4(5), 51-54.
Squire, K., & Durga, S. (in press). Productive gaming: The case for historiographic game play . To appear in R. Ferdig (Ed.) The handbook of educational gaming. Hershey, PA: Information Science Reference.
Squire, K. (2008). Open-ended video games: A model for developing learning for the interactive age . In K. Salen (Ed.) The John D. and Catherine T. MacArthur Foundation series on digital media and learning. (167-198) Cambridge, MA: The MIT Press.
Squire, K.D. (2006). From content to context: Video games as designed experiences . Educational Researcher, 35(8), 19-29.
Squire, K.D. Giovanetto, L., DeVane, B. & Durga, S. (2005). From users to designers: Building a self-organizing game-based learning environment . Technology Trends 49(5), 34-42.
Squire, K.D. (2005). Changing the game: What happens when videogames enter the classroom? . Innovate 1(6) .
Shaffer, D. W., Squire, K.D., Halverson, R., & Gee, J.P. (2005). Video games and the future of learning . Phi Delta Kappan, 87(2), 105-111.
Squire, K.D. (2005). Toward a theory of games literacy . Telemedium 52 (1-2), 9-15 .
Squire, K. & Jenkins, H. (2004). Harnessing the power of games in education . Insight (3)1 , 5-33.
Squire, K.D. (2002). Rethinking the role of games in education . Game Studies, 2(1). Last retrieved August 31 2005 from http://gamestudies.org /0201/Squire/.
Squire, K. (2003). Video games in education . International Journal of Intelligent Simulations and Gaming (2) 1.
Games-to-Teach Team. (2003). Design principles of next-generation digital gaming for education. Educational Technology, 43 (5), 17-33.
Jenkins, H., Klopfer, E., Squire, K. & Tan, P. (2003). Entering the education arcade. Computers in Entertainment 1(1), 17-17.
Squire, K.D., Makinster, J., Barnett, M., Barab, A.L., & Barab, S.A. (2003). Designed Curriculum and Local Culture: Acknowledging the Primacy of Classroom Culture. Science Education. 87, 1– 22.
Squire, K. (2003). Video games in education. International Journal of Intelligent Simulations and Gaming (2) 1.
Klopfer, E. S. Yoon, and L. Rivas. 2004 Comparative Analysis of Palm and Wearable Computers for Participatory Simulations . Journal of Computer Assisted Learning 20, 347-359.
Jenkins, H. & Squire, K (2004). Harnessing the power of games in education. Insight (3)1, 5-33.
Squire, K.D. (2004). Sid Meier’s Civilization III. Simulations and Gaming , 35(1): 135-140.
Squire, K.D. (2005). Recessitating educational technology research: design based research as a new research paradigm. Educational Technology 45(1), 8-14.
Squire, K.D. (2005). Changing the Game: What Happens When Video Games Enter the Classroom?. Innovate 1(6) .
Squire, K.D. & Steinkuhler, C.A. (2005). Meet the gamers: Games as sites for new information literacies. Library Journal .
Klopfer, E. and S. Yoon. 2005. Developing Games and Simulations for Today and Tomorrow's Tech Savvy Youth. Tech Trends. 49(3) 33-41.
Klopfer, E. and K. Squire. 2005. Environmental Detectives – The Development of an Augmented Reality Platform for Environmental Simulations . In Press for Educational Technology Research and Development.
Klopfer, E. and K. Squire. Case Study Analysis of Augmented Reality Simulations on Handheld Computers . In Press for The Journal of the Learning Sciences.
Rosenbaum, E., Klopfer, E., and Perry, J. (2006). On Location Learning: Authentic Applied Science with Networked Augmented Realities . In Press for Journal of Science Education and Technology.
Klopfer, E. (2006). Blurring Lines with Mobile Learning Games . In Press for Educational Technology Magazine
Squire, K.D. (in press). From content to context: Videogames as designed experiences. To appear in Educational Researcher .
Squire, K., D. & Klopfer, E. (in press). Augmented Reality Games on Handheld Computers, Journal of the Learning Sciences .
Klopfer, E. & Squire, K. (in press). Developing a platform for augmented reality gaming. To appear in Educational Technology Research & Development .
Squire, K.D. & Jan, M. (in press). Mad City Mystery: Developing scientific argumentation skills with a place-based augmented reality game on handheld computers. To appear in Journal of Science Education and Technology .
Squire, K.D. (in press). Game-Based Learning: An emerging paradigm of instruction. To appear in Performance Improvement Quarterly . ;
Squire, K.D. & Johnson, C.B. (2003). Using interactive television to enhance authenticity in K-12 REALs: Two case studies . International Journal of Continuing Engineering Education and Lifelong Learning, 13(5-6) , pp. 454-470.
Squire, K.D., Makinster, J., Barnett, M., Barab, A.L., & Barab, S.A. (2003). Designed Curriculum and Local Culture: Acknowledging the Primacy of Classroom Culture . Science Education . 87:1– 22.
Barab, S. A., Barnett, M., & Squire, K. (2002). Preparing pre-service teachers: Developing an empirical account of a community of practice . The Journal of the Learning Sciences 11(4) , 489-542.
Barab, S., A., Barnett, M., Yamagata-Lynch, L., Squire, K., & Keating, T. (2002). Using activity theory to understand the contradictions characterizing a technology-rich introductory astronomy course . Mind, Culture, and Activity, 9(2) , 76–107.
Barab, S. A., Hay, K. E., Barnett, M. G., & Squire, K. (2001). Constructing Virtual Worlds: Tracing the Historical Development of Learner Practices/Understandings . Cognition and Instruction.19(1) , 47-94.
Squire, K.D. & Johnson, C.B. (2000). Supporting Distributed Communities of Practice with Interactive Television . Educational Technology Research & Development, (48),1 , p. 23-44.
Squire, K. D. & Reigeluth, C. M. (2000). The Many Faces of Systemic Change. Educational Horizons, 78(3) , p. 143-152.
Barab, S. A., Squire, K., & Dueber, B. (2000). Supporting authenticity through participatory learning. Educational Technology Research and Development, 48(2) , p. 37-62.
Barab, S. A., Hay, K. E., Squire, K., Barnett, M., Schmidt, R., Karrigan, K., Yamagata-Lynch, L., & Johnson, C. (2000). Virtual solar system project: Learning through a technology-rich, inquiry-based, participatory learning environment. Journal of Science Education and Technology, 9(1) , 7-25.
Squire, K. D. (1999). Opportunity Initiated Systems Design. Systems Practice and Action Research. 12(6) , p. 633-648.
Reigeluth, C. M. & Squire, K. D. (1998) Emerging Work in the New Paradigm of Instructional Theory . Educational Technology , July.
Commentaries and Reviews
“The Most Fun You Can Have with Model Railroads... , September 24, 2000
“Sheep: Fast Paced Old School Action Game , January 2001
“Sid Meier's Pirates , November 2, 2000
“Shenmue : February 6, 2001
“Alice: American MgGee's Ambitious Undertaking , January 18, 2001
“Lego Team Alpha January 4, 2001
“Civilization III . October 31, 2001
“Book Review: Utopian Entrepneur ,” November 7, 2001
“Book Review: Digital Game-Based Learning ,” n.d.
“Book Review: Steven Kent ,” n.d.
“Book Review: Trigger Happy ,” n.d.
“Book Review: Revolutionaries at Sony .” December 23, 2000
“A Gamer's Guide to a Parent's Guide to Video Games ,” December, 1999
Game Culture
Squire, K. & Giovanetto, L. (in press). The higher education of gaming . To appear in elearning .
DeVane, B. & Squire, K. (in press). The Meaning of Race and Violence in Grand Theft Auto: San Andreas . To appear in Games & Culture.
Squire, K. (in press). Video games literacy: A literacy of expertise . To appear in J. Coiro, M. Knobel, D. Leu, & C. Lankshear, Handbook of research on new media literacies. New York: MacMillan.
Jenkins, H. & Squire. K. (2007). Applied game theory: Innovation, diversity, experimentation in contemporary game design . In A. Jahn-Sudmann (Ed). Games without frontiers.
Squire, K. (in press). Critical education in an interactive age . To appear in Diana Silberman Keller, (Ed). Mirror Reflections: Popular culture and education. NY: Peter Lang Publishers
Squire, K. D. & Steinkuehler, C. A. (2006). Generating CyberCulture/s: The case of Star Wars Galaxies . In D. Gibbs & K. L. Krause (Eds.), Cyberlines 2.0 Languages and cultures of the Internet (177-198). Albert Park, Australia: James Nicholas Publishers.
Squire, K.D. (in press). Civilization III as a world history sandbox . To appear in Civilization and its discontents. Virtual history. Real fantasies . Milan, Italy. Ludilogica Press. Nowin Italian !
Squire, K. & Steinkuehler, C.A. (2005). Meet the gamers . Library Journa l.
Squire, K.D. (2005). Educating the fighter. On the Horizon 13(2), 75-88.
Jenkins, H. & Squire, K.D. (2002). The Art of Contested Spaces . In L. King, (Ed.) Game On! . London: Barbican Press.
Designing Games within Education
Squire, K.D. (in press). Game-based learning: An emerging paradigm for learning . To appear in Performance Improvement Quarterly.
Squire, K. (in press). From information to experience: Place-based augmented reality games as a model for learning in a globally networked society . To appear in Teacher’s College Record.
Squire K.D. & 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.
Squire, K., & Klopfer, E. (2007). Augmented reality simulations on handheld computers . Journal of the Learning Sciences, 16(3), 371 - 413.
Squire, K. (in press). Video Games and education: Designing learning systems for an interactive age . To appear in Educational Technology
Squire, K. (in press). Artists in the medium . To appear in R. Ferdig (Ed.) The handbook of educational gaming. Hershey, PA: Information Science Reference.
Squire, K.D., Jan, M., Matthews, J., Wagler, M., Martin, J., Devane, B. & Holden, C. (2007). Wherever you go, there you are: The design of local games for learning. In B. Sheldon & D. Wiley (Eds). The design and use of simulation computer games in education, (265-296). Rotterdam, Netherlands: Sense Publishing.
Klopfer, E. & Squire, K. (in press). Developing a platform for augmented reality gaming . To appear in Educational Technology Research & Development .
Squire, K.D. (2005). Resuscitating research in educational technology: Using game-based learning research as a lens for looking at design-based research . Educational Technology 45(1), 8-14.
Shaffer, D. W., & Squire, K. D. (2006). The Pasteurization of education . In Education and Technology: Issues in Policy, Administration and Application. London: Elsevier.
Barab, S.A. & Squire, K.D. (2004). Design-based research: Putting a stake in the ground . Journal of the Learning Sciences .
Jenkins, H. Squire, K. & Tan, P. (2004). You can’t bring that game to school!: Designing Supercharged! In B. Laurel (Ed.) Design Research . Cambridge, MIT Press.
Klopfer, E. & Squire, K., Jenkins, H. (2004). Environmental Detectives: PDAs as a window into a virtual simulated world . In Kerres, M., Kalz, M., Stratmann, J., de Witt, C. Eds,Didaktik der Notebook-Universität , (pp.259-274). Münster:Waxmann Verlag.
Jenkins, H., Klopfer, E., Squire, K. & Tan, P. (2003). Entering the education arcade . Computers in Entertainment 1(1) .
Holland, W., Jenkins, H. & Squire, K. (2003). Theory by design . In Perron, B., and Wolf, M. (Eds). Video Game Theory . Routledge.
Games-to-Teach Team. (2003). Design principles of next-generation digital gaming for education . Educational Technology, 43(5), 17-33.
Virtual Worlds
Bronack, S., Sanders, R., Cheney, A., Riedl R., Tashner, J., Matzen, N. (2008). Presence Pedagogy: Teaching and Learning in a 3D Virtual Immersive World . International Journal of Teaching and Learning in Higher Education.
Games in Education Resources and Research
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