Please feel free to forward this
list to anyone.
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
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)
DigiPlay
- Universities of Manchester and
Central Lancashire (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
The
Learning Federation
(American Federation of Scientists, Microsoft, et al.) (US)
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)
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
Billen, A.
(1993). Could it be the end for Super Mario? The Observer, 27 June, p. 51.
Blanchard, J.S. and Cheska, A. (1985). The anthropology of sport: An
introduction. Bergin and Garvey Publishers, Inc., Massachusetts.
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.
Malone, T.W. and Lepper, M.R. (1987). Making learning fun: A taxonomy of
intrinsic motivations for learning. In: Aptitude, learning and instruction III:
Cognitive and affective process analysis, Snow, R.E. and Farr, M.J. (eds.),
Erlbaum, Hillsdale, N.J.
McKee, V. (1992) Out of sight - and out of mind? Life and Times, The Times, 22
September, p. 5.
Neal, L. (1990). Implications of computer games for system design. In:
Proceedings of INTERACT '90, Diaper, D. et al (eds.), Elsevier, North Holland,
pp. 93-99.
Rieber, L.P. (1996a). Seriously considering play: Designing interactive
learning environments based on the blending of microworlds, simulations, and
games. Educational Technology, Research and Development 44: 43-58.
Rieber, L.P. (1996b). Animation as feedback in a computer-based simulation:
Representation matters. Educational Technology, Research and Development. 44:
5-22.
Rivers, R. (1990). The role of games and cognitive models in the understanding
of complex dynamic systems. In: Proceedings of INTERACT '90, Diaper, D. et al
(eds.), Elsevier, North Holland, pp. 87-92.
Thomas, P. and Macredie, R. (1994). Games and the design of human-computer interfaces.
Educational Technology 31: 134-142.