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eMapps Teachers Toolkit

Further Reading

(Adapted from a literature review developed by Daniel Weiss)

Understanding eMapps

Book on understanding eMapps. (Download Adobe PDF reader here)

General

Dewey, J. (1916). Democracy and education: An introduction to the philosophy of
education. New York: The Macmillan Company.

The Education arcade:www.educationarcade.org/

Gee, J.P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave MacMillan.

Gingold, C. (2003). Miniature gardens and magic crayons: Games, spaces and worlds.  Masters Thesis, Georgia Institute of Technology. Retrieved April 7, 2004 from www.slackworks.com/~cog/writing/thesis/.

Herz, J.C. (2002). Gaming the system: Multi-player worlds online. In L. King (Ed.),
Game On, The History and Culture of Videogames (pp. 87-97). London: Laurence King.

Herz, B., & Merz, W. (1998). Experiential learning and the effectiveness of economic
simulation games. Simulation and Gaming, 29(2), 238-250.

Herz, J.C. (1997). Joystick nation: How videogames gobbled our money, won our hearts and rewired our minds. London: Abacus.

Kafai, Y. B. (2001). The Educational Potential of Electronic Games: From Games-To-Teach to Games-To-Learn.
culturalpolicy.uchicago.edu/conf2001/papers/kafai.html

Kafai, Y.B., Ching, C.C., Marshall, S. (1997). Children as designers of educational
multimedia software. Computers in Education, 29(2/3), 117-126.

Kafai, Y.B., & Harel, I. (1991). Learning through design and teaching: Exploring social and collaborative aspects of constructionism. In I. Harel & S. Papert (Eds.), Constructionism (pp. 85-110). Norwood, N.J: Ablex.

Loftus, G.R. & Loftus, E.F. (1983). The 25-cent addiction. Science Digest, December, 82-83. Malone, T. W., & Lepper, M. R. (1987). Making learning fun: A taxonomy of intrinsic motivations for learning. In R. E. Snow & M. J. Farr (Eds.). Aptitude, Learning and Instruction. Volume 3: Conative and Affective Process Analyses (pp. 223-253). Hillsdale, NJ: Erlbaum. Nelson, G. (1996). The craft of adventure: Five articles on the design of adventure games. Retrieved November 28, 2002, from
www.geocities.com/aetus_kane/writing/coa.html

Piaget, J. (1970/1983). Piaget’s theory. In W. Kessen (Ed.), History, theory and methods (pp. 103-128).
In P.H. Mussen (Ed.), Handbook of child psychology: 4th Edition, Volume 1. New York: John Wiley & Sons.

Prensky, M. (2001). Simulations: Are they games?
www.marcprensky.com/writing/Prensky%20-%20Simulations-Are%20They%20Games.pdf.

Prensky, M. (2002a). Why NOT simulation.
www.marcprensky.com/writing/Prensky%20-%20Why%20NOT%20Simulation.pdf

Prensky, M. (2002b). The motivation of gameplay.
www.marcprensky.com/writing/Prensky%20-%20The%20Motivation% 20of%20Gameplay-OTH%2010-1.pdf
                                                  
Rieber, L. P., & Matzko, M. J. (2001). Serious design of serious play in physics. Educational Technology, 41(1), 14-24. Full paper (html)

Rollings A and Morris D 2000 Game Architecture and Design, Scottsdale, Arizona, Coriolis.

Rouse, R. (2000). Game design: Theory and practice. Plano: Wordware.

Salen, K. and Zimmerman, E., (2004). Rules of Play: Game Design Fundamentals. The MIT Press, Cambridge, MA, 2004 p317.

Vygotsky, L.S. (1978). Mind in society: The development of higher psychological
processes. Cambridge MA: Harvard University Press.

Woodcock, S. (2000). Game AI: The state of the industry. Gamasutra.
www.gamasutra.com/features/20001101/woodcock_pfv.htm.


Games and Learning

Literature Review of Games and Learning:
www.futurelab.org.uk/download/pdfs/research/lit_reviews/Games_Review1.pdf

Kirriemuir, J. (2003. The relevance of video games and gaming consoles to the higherand further education learning experience.
The Joint Information Systems Committee, TSW 02-01.
www.jisc.ac.uk/index.cfm?name=techwatch_report_0201. 305

Kirriemuir, J. (2002b). Video gaming, education and digital learning technologies:
Relevance and opportunities. D-Lib Magazine, 8(2).
www.dlib.org/dlib/february02/kirriemuir/02kirriemuir.html

Trushell, J., Burrell, C., & Maitland, A. (2001). Year 5 pupils reading an "Interactive Storybook" on CD-ROM: losing the plot?
British   32(4), 389-401.

Vygotsky, L.S. (1978). Mind in society: The development of higher psychological
processes. Cambridge MA: Harvard University Press.

 

Middleware used to construct games

Crawford V, 1995 Adaptive dynamics in co-ordination games, Econometria vol 63, no1 101-143 (doubtful)

Crawford, C. (1995a). Barrels o’fun. Journal of Computer Game Design, 8. www.erasmatazz.com/library/JCGD_Volume_8/Barrels_of_Fun.html

Crawford, C. (1995b). Culture of instability. Journal of Computer Game Design, 8.
www.erasmatazz.com/library/JCGD_Volume_8/Instability.html

Crawford, C. (1995c). Matha-Caus is coming to town!. Journal of Computer Game
www.erasmatazz.com/library/JCGD_Volume_8/Matha-Claus.html

Crawford, C. (1995d). Networked interpersonal games. Journal of Computer Game
Design, 8. www.erasmatazz.com/library/JCGD_Volume_8/Networked.html

Crawford, C. (1995e). Play and mentation. Journal of Computer Game Design, 8.
www.erasmatazz.com/library/JCGD_Volume_8/Play_Mentation.html

Crawford, C. (1995f). Program size and the art of deratting. Journal of Computer Game Design, 8. www.erasmatazz.com/library/JCGD_Volume_8/Deratting.html

Crawford, C. (1996a). Computer games are dead. Journal of Computer Game Design, 9. Retrieved November 05, 2002, from
www.erasmatazz.com/library/JCGD_Volume_9/Games_are_Dead.html.

Crawford, C. (1996b). Dreams, stories, and games. Journal of Computer Game Design,9. Retrieved November 05, 2002, from
www.erasmatazz.com/library/JCGD_Volume_9/Dreams_et_al.html.

Crawford, C. (1996c). Why is interactivity so hard? Journal of Computer Game Design, 9. Retrieved November 05, 2002, from
www.erasmatazz.com/library/JCGD_Volume_9/Why_so_Hard.html
. 292

Crawford, C. (2000). Interview: Chris Crawford. In R. Rouse, Game Design: Theory
and Practice (pp. 263-290). Plano TX: Wordware.

Crawford, C. (2001). What do women want (yet again)? Retrieved November 05, 2002, from www.erasmatazz.com/library/Game%20Design/WomenWant.html.

Crawford, C. (2002). Understanding interactivity. Retrieved November 05, 2002, from
www.erasmatazz.com/Book/TableOfContents.html.


Using games to support learning

Berson, M.J. (1996). Effectiveness of Computer Technology in the Social Studies:
A Review of the Literature. Journal of Research on Computing in Education, 28 (4), 486-99.

Hope, W. C. (1996). It's Time to Transform Social Studies Teaching. Social Studies, 87(4).149-151.

Lee, J.L. (1994). Effectiveness of the Use of Simulations in a Social Studies Classroom. ERIC Documents.

Prensky, M. (2001). Simulations: Are they games? Retrieved August 06, 2003, from
www.marcprensky.com/writing/Prensky%20-%20Simulations- Are%20They%20Games.pdf.

Prensky, M. (2002a). Why NOT simulation. Retrieved August 06, 2003, from
www.marcprensky.com/writing/Prensky%20-%20Why%20NOT%20Simulation.pdf.

Prensky, M. (2002b). The motivation of gameplay. Retrieved August 06, 2003, from
www.marcprensky.com/writing/Prensky%20-%20The%20Motivation% 20of%20Gameplay-OTH%2010-1.pdf.

Teauge, M. & Teague, G. (1995). Learning and Leading with Technology, 23 (1) 20-22.


Games in education

website.education.wisc.edu/kdsquire/manuscripts/insight.pdf

Dede, C. (1995). The evolution of constructivist learning environments: Immersion in
distributed, virtual worlds. Educational Technology, 35(5), 46-5.

Dede, C., Salzman, M.C., & Loftin, R.B. (1996a). The development of a virtual world
for learning newtonian mechanics. In P. Brusilovsky, P. Kommers, & N. Streitz, (Eds.), Multimedia,
hypermedia, and virtual reality
(pp. 87-106). Berlin: Springer/Verlag. Retrieved February 28, 2003, from
www.virtual.gmu.edu/ss_research/rpapers/sprinpdf.htm.

Dede, C., Salzman, M.C., & Loftin, R.B., (1996b). ScienceSpace: Virtual realities for
learning complex and abstract scientific concepts. Paper presented at the IEEE
Virtual Reality Annual International Symposium. Retrieved July 17, 2003, from
www.computer.org/proceedings/vrais/7295/72950246abs.htm.

Dede, C., Salzman, M.C., Loftin, R.B., & Ash, K. (2000). Using virtual reality
technology to convey abstract scientific concepts. Retrieved February 28, 2003,
from www.virtual.gmu.edu/ss_research/rpapers/jacobpdf.htm.

Dede, C., Salzman, M.C., Loftin, R.B., & Sprague, D. (1999). Multisensory immersion as a modelling environment for learning complex scientific concepts. Retrieved February 28, 2003 from www.virtual.gmu.edu/ss_research/rpapers/feurpdf.htm.


Types of immersion

Aarseth, E. (2001). Computer game studies, year one. Game Studies, 1(1).
Retrieved May 30, 2004, from
www.gamestudies.org/0101/editorial.html

Aarseth, E. (2002). The dungeon and the ivory tower: Viva la difference ou liason
dangereuse? Game Studies, 2(1). Retrieved May 30, 2004 from
www.gamestudies.org/0102/editorial.html

Jenkins, H. (1998) Voices from the combat zone: Game grrlz talk back. Retrieved
December 27, 2002, from web.mit.edu/21fms/www/faculty/henry3/publications.html.

Jenkins, H. (2001). From Barbie to Mortal Kombat: Further reflections.
Retrieved July 25, 2003, culturalpolicy.uchicago.edu/conf2001/papers/jenkins.html.

Jenkins, H. (2002a). Digital Renaissance. Retrieved January 15, 2003, from
www.technologyreview.com/articles/wo_jenkins032902.asp.

Jenkins, H. (2002b). Games, the new lively art. Retrieved December, 27, 2002, from
web.mit.edu/21fms/www/faculty/henry3/GamesNewLively.html.

Jenkins, H., & Squire, K. (2002). The art of contested spaces. In L. King (Ed.), Game
on: The history and culture of videogames (pp. 64-75). London: Laurence King.


Explorable models of dynamic and complex systems

Juul, J. (2001a). Games telling stories? – A brief note on games and narratives. Game
Studies, 1(1). Retrieved June 08, 2004, from
www.gamestudies.org/0101/juul-gts/.

Juul, J. (2001b). The repeatedly lost art of studying games. Game Studies, 1(1).
Retrieved June 08, 2004, from www.gamestudies.org/0101/juul-review/.

Juul, J. (1998). Jesper Juul: A clash between game and narrative.
Paper presented at the Digital Arts and Culture Conference, Bergen. Retrieved August 07, 2003, from
www.jesperjuul.dk/text/DAC%20Paper%201998.html.

Juul, J. (1999). A clash between game and narrative. Masters Thesis, University of
Copenhagen. Retrieved June 08, 2004, from www.jesperjuul.dk/thesis/.

Joiner, D. (1994). Real interactivity in interactive entertainment. Computer Graphics,
28(2), 97-99.

Rouse, R. (2000). Game design: Theory and practice. Plano: Wordware.

Zimmerman, E. (1999b). Checkmate: Rules, play and culture.
Retrieved December 20, 2002, from www.ericzimmerman.com/acastuff/checkmate.html.

Zimmerman, E. (2002). Do independent games exist? In L. King (Ed.), Game on: The
history and culture of videogames (pp. 120-130). London: Laurence King
Publishing.

Meier, S. (2000). Interview: Sid Meier. In R. Rouse, Game design: Theory and practice (pp. 10-41). Plano: Wordware.

Gros, B., (2003). The impact of digital games in education. First Monday, 8(7).
Retrieved January 3, 2003, from www.firstmonday.org/issues/issue8_7/xyzgros/index.html.

Dewey, J. (1938). Experience and education. New York: Touchstone.

Leemkuil, H., de Jong, T., & Ootes, S. (2000). Review of educational use of games and simulations. Retrieved January 02, 2004, from
kits.edte.utwente.nl/documents/D1.pdf.

Margules, D. (1996). Instructivism or constructivism: Which end of the continuum?
Paper presented at From Virtual to Reality conference, The University of
Queensland. Retrieved December 31, 2003, from
auc.uow.edu.au/conf/Conf96/Papers/MarguleD.html.

Papert, S. (1992). The children’s machine: Rethinking school in the age of the computer. New York: Basic Books.

Laurel, B. (1993). Computers as theatre. New York: Addison-Wesley.

Lacey, Nick. Narrative and Genre: Key Concepts in Media Studies. New York: St. Martin's Press, 2000.

Jenkins, H. (2002a). Digital Renaissance. Retrieved January 15, 2003, from
www.technologyreview.com/articles/wo_jenkins032902.asp.

Jenkins, H. (2002b). Games, the new lively art. Retrieved December, 27, 2002,
web.mit.edu/21fms/www/faculty/henry3/GamesNewLively.html.

Rouse, R. (2000). Game design: Theory and practice. Plano: Wordware.

Shelley, B. (2001). Guidelines for developing successful games. Gamasutra. Retrieved August 07, 2004, from
www.gamasutra.com/features/20010815/shelley_pfv.htm.


Learning how to play a game

Jackson, D.F. (1997). Case studies of microcomputer and interactive video simulations in Middle School earth science teaching.
Journal of Science Education and Technology, 6(2), 127-141.

Rieber, L.P., Davis, J., Matzko, M., & Grant, M. (2001). Children as multimedia critics: Middle School students' motivation for and critical analysis of educational multimedia designed by other children. Paper presented at the annual meeting of the American Educational Research Association, Seattle. Retrieved March 04, 2004, from www.nowhereroad.com/kiddesigner/research/aera2001-rieber.pdf.


Creating successful games

Howland, G. (2001). Game design: The essence of computer games.
Retrieved August 07, 2002, from
www.lupinegames.com/articles/essgames.htm.

Shelley, B. (2001). Guidelines for developing successful games. Gamasutra.
August 07, 2004, from www.gamasutra.com/features/20010815/shelley_pfv.htm.


The importance of clear goals

Crawford, C. (1982). The art of computer game design: Electronic version. Retrieved
November 05, 2002, from
www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.html.

Duvall, H. (2001). It’s all in your mind: Visual psychology and perception in game design.
Gamasutra. Retrieved August 22, 2002, from www.gamasutra.com/features/20010309/duvall_pfv.htm.

Falstein, N. (1996). Interactive ‘show, don’t tell’: Fundamental principles of interactive entertainment.
Retrieved November 14, 2002, from www.theinspiracy.com/ArShowDT.htm.

Falstein, N. (1997). The geeker sex. Retrieved November 14, 2002, from
www.theinspiracy.com/ArGeeker.htm.

Falstein, N. (1998a). Portrait of the artists in a young industry. Retrieve November 14,2002, from
www.theinspiracy.com/ArPAYSIG.htm.

Falstein, N. (1998b). Silicon Hollywood: A status report. Retrieved November 14, 2002, from
www.theinspiracy.com/ArSilHwd.htm.

Falstein, N. (1999). The five stages of writing for interactive. Retrieved November 14,
2002, from www.theinspiracy.com/Ar5Stage.htm.

Jenkins, H., & Squire, K. (2002). The art of contested spaces. In L. King (Ed.), Game
on: The history and culture of videogames (pp. 64-75). London: Laurence King.

Meier, S. (2000). Interview: Sid Meier. In R. Rouse, Game design: Theory and practice (pp. 10-41). Plano: Wordware.

Rouse, R. (2000). Game design: Theory and practice. Plano: Wordware.


Importance of narrative elements

Adams, E. (1999a). How to be weird. Gamasutra. Retrieved August 22, 2002, from
www.gamasutra.com/features/designers_notebook/19990212.htm.

Adams, E. (1999b). Three problems for interactive storytellers. Gamasutra.
Retrieved August 22, 2002, from www.gamasutra.com/features/designers_notebook/19991229.htm.

Adams, E. (2000). Breaking the rules: Ernest goes to the movies. Gamasutra.
Retrieved July 20, 2003 from www.gamasutra.com/features/20000706/adams_pfv.htm. 284

Adams, E. (2000). Breaking the rules: Ernest goes to the movies. Gamasutra.
Retrieved July 20, 2003 from www.gamasutra.com/features/20000706/adams_pfv.htm.
284

Adams, E. (2001a). Dogma 2001: A challenge to game designers. Gamasutra.
Retrieved August 22, 2002, from www.gamasutra.com/features/20010129/adams_pfv.htm.

Adams, E. (2001b). Replayability part one: Narrative. Gamasutra.
Retrieved August 22, 2002, from www.gamasutra.com/features/20010521/adams_pfv.htm.

Adams, E. (2001c). Replayability part two: Game mechanics. Gamasutra.
Retrieved August 22, 2002, from www.gamasutra.com/features/20010703/adams_pfv.htm.

Adams, E. (2001a). Dogma 2001: A challenge to game designers. Gamasutra.
Retrieved August 22, 2002, from www.gamasutra.com/features/20010129/adams_pfv.htm.

Adams, E. (2001b). Replayability part one: Narrative. Gamasutra.
Retrieved August 22, 2002, from www.gamasutra.com/features/20010521/adams_pfv.htm.

Adams, E. (2001c). Replayability part two: Game mechanics. Gamasutra.
Retrieved August 22, 2002, from www.gamasutra.com/features/20010703/adams_pfv.htm.

Adams, E. (2002). Bad game designer, no twinkie! III. Gamasutra.
Retrieved August 22, 2002, from www.gamasutra.com/features/20020208/adams_01.htm.

Howland, G. (2001). Game design: The essence of computer games.
Retrieved August 07, 2002, from www.lupinegames.com/articles/essgames.htm.

Juul, J. (2001a). Games telling stories? – A brief note on games and narratives. Game Studies, 1(1).
Retrieved June 08, 2004, from www.gamestudies.org/0101/juul-gts/.

Juul, J. (2001b). The repeatedly lost art of studying games. Game Studies, 1(1).
Retrieved June 08, 2004, from www.gamestudies.org/0101/juul-review/.

Logg, E. (2000). Interview: Ed Logg. In R.Rouse, Game Design: Theory and Practice (pp. 93-120). Plano: Wordware.

Malone, T.W. (1981). Toward a theory of intrinsically motivating instruction. Cognitive Science, 4, 333-369