Created with respect to the the lək̓ʷəŋən peoples whose traditional territory I stand.

Category: EdTech Inquiry

This is the category to apply to your EdTech Inquiry project work.

Gaming in Education Podcast

Photo by Alex Haney on Unsplash

References

Backlund, Per, and Maurice Hendrix. “Educational Games – Are They Worth the Effort? A Literature Survey of the Effectiveness of Serious Games.” 2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES), 2013, https://doi.org/10.1109/vs-games.2013.6624226. 

Conditioning (2021, October 25). The Gale Encyclopedia of Science . Encyclopedia.com. Retrieved November 21, 2021, from https://www.encyclopedia.com/medicine/psychology/psychology-and-psychiatry/conditioning#1O88conditioning. 

de Freitas, S. (2018). Are games effective learning tools? A review of educational games. Educational Technology & Society, 21(2), 74-84.

Deslis, D., Kosmidis, C.-V., & Tenta, E. (2019). Using a non-educational mobile game for learning in biology, geography and mathematics: PokĂ©mon go as a case study. Communications in Computer and Information Science, 388–396. https://doi.org/10.1007/978-3-030-20954-4_29 

Egenfeldt- Nielse, S. (2008). Making sweet music: The education use of computer games. IT University of Copenhagen, Copenhagen.

[Extra Credits]. (2020, April 15). Gamification Sucks… How to Improve Gamification [Video]. Youtube. https://www.youtube.com/channel/UCCODtTcd5M1JavPCOr_Uydg

[Extra Credits]. (2012, May 13). Gamifying Education – How to Make Your Classroom Truly Engaging [Video]. https://www.youtube.com/watch?v=MuDLw1zIc94&list=PLcu8U2-YTQG2RRlNQvRf8b0CeTAVlcayA&index=2&ab_channel=ExtraCredits

Febrian, Vania W, et al. “High School Technopreneurship Program to Increase the Educational Games for Students.” International Journal of the Computer, vol. 25, no. 1, 2014. 

Goldstein, S., & Naglieri, J. A. (2011). Encyclopedia of child behavior and development. Springer Science+Business Media.

Gee, J., J. (2013, November 13). Jim Gee principles of gaming [Video]. YouTube. https://www.youtube.com/watch?v=4aQAgAjTozk&ab_channel=ChrisThorn

Gunter, G. A., Kenny, R. F., & Vick, E. H. (2008;2007;). Taking educational games seriously: Using the RETAIN model to design endogenous fantasy into standalone educational games. Educational Technology Research and Development, 56(5/6), 511-537. https://doi.org/10.1007/s11423-007-9073-2

Habgood, M. P. J., & Ainsworth, S. E. (2011). Motivating children to learn effectively: Exploring the value of intrinsic integration in educational games. The Journal of the Learning Sciences, 20(2), 169-206. https://doi.org/10.1080/10508406.2010.508029

Kim, S., Song, K., Lockee, B., & Burton, J. (2017). Gamification in learning and education: Enjoy learning like gaming. Springer International Publishing AG.

Kline, K. (2020, May 29). Video games don’t have to be educational to spark learning. NPR. Retrieved November 28, 2021, from https://www.npr.org/2020/05/29/864520287/video-games-dont-have-to-be-educational-to-spark-learning. 

Lopez de Castilla, M. (2018). History of educational games. https://commons.pratt.edu/playful-learning/history-of-educational-games/

Willis, J. (2011). A neurologist makes the case for the video game model as a learning tool. https://www.edutopia.org/blog/neurologist-makes-case-video-game-model-learning-tool

Nah, F. F., Zeng, Q., Telaprolu, V. R., Ayyappa, A. P., & Eschenbrenner, B.Gamification of education: A review of literature. (pp. 401-409). Springer International Publishing. https://doi.org/10.1007/978-3-319-07293-7_39

Lee, M. (2019, October 1). The hero’s journey breakdown: Star wars. The Script Lab. Retrieved November 21, 2021, from https://thescriptlab.com/features/screenwriting-101/12309-the-heros-journey-breakdown-star-wars/.  

Oblinger, Diana G. “Games and Learning.” EDUCAUSE Quarterly, vol. 29, no. 3, 2006, pp. 5–7. 

Peña-Miguel, NoemĂ­, and Máximo Sedano Hoyuelos. “Educational Games for Learning.” Universal Journal of Educational Research, vol. 2, no. 3, 2014, pp. 230–238. 

Ĺžar, E. (2012). The role of history-themed non-educational computer games on Primary School Children’ (at grades 6th, 7th and 8th) perceptions of history. Procedia – Social and Behavioral Sciences, 55, 776–781. https://doi.org/10.1016/j.sbspro.2012.09.563 

Token Economy System. (2021, October 25). The Gale Encyclopedia of Mental Health. Encyclopedia.com. Retrieved November 21, 2021, from https://www.encyclopedia.com/medicine/encyclopedias-almanacs-transcripts-and-maps/token-economy-system. 

Zeng, J., Parks, S., & Shang, J. (2020). To learn scientifically, effectively, and enjoyably: A review of educational games. Human Behavior and Emerging Technologies, 2(2), 186-195.