Works Cited
This page lists the many papers and articles I've referenced throughout this website. If you find something missing, PLEASE let me know. I want to give credit where credit is due. In time, I'd like to upload my research database and annotated bibliography for those of you interested in reading more about game-based education. One step at a time!
Atkinson, R. and Mayo, M. (2012). Refueling the U.S. Innovation Economy: Fresh Approaches to Science, Technology, Engineering and Mathematics (STEM) Education. Washington, DC: Information Technology and Innovation Foundation. Available at http://www.itif.org/files/2010-refueling-innovation-economy.pdf.
Barab, S. A., Gresalfi, M., & Arici, A. (2009). Why educators should care about games. Educational Leadership, Vol. 67 Issue 1, p. 76-80.
De Freitas, S. (2006). Learning in immersive worlds. A review of game-based learning. Report prepared for the JISC e-Learning Programme. Available at http://www.jisc.ac.uk/media/documents/programmes/elearninginnovation/gamingreport_v3.pdf.
Entertainment Software Association (ESA). (2012). "2012 Essential Facts About the Computer and Video Game Industry." The Entertainment Software Association. Available at http://www.theesa.com/facts/pdfs/ESA_EF_2012.pdf.
Evans, M. (2012, July 25). Telephone interview.
Fowler, S. M. (1994).Two decades of using simulation games for cross-cultural training. Simulation & Gaming, Vol. 25, p. 464-476.
Gee, J.P. & D.W. Shaffer. (2010). Looking where the light is bad: Video games and the future of assessment. Epistemic Games Group Working Paper No. 2010-02. Madison: University of Wisconsin-Madison.
Gee, J. P. (2011). Reflections on empirical evidence on game and learning. Ed. S. Tobias & J. D. Fletcher. Computer Games and Instruction (p. 223-233). Charlotte, NC: Information Age Publishers.
Hays, R. (2005). The effectiveness of instructional games: A literature review and discussion (Tech Rep. No. 2005-004). Orlando, FL: Naval Air Warfare Center Training Systems Division.
Honey, M. & Hilton, M., Eds. (2010). Learning Science: Computer Games, Simulations. Education, Committee on Science Learning: Computer Games, Simulations, and Education (p. 5-48). Washington DC: National Academies Press.
Jerald, Craig D. (2009) Defining a 21st Century Education. The Center for Public Education. Available at http://www.centerforpubliceducation.org/Learn-About/21st-Century/Defining-a-21st-Century-Education-Full-Report-PDF.pdf
Ketelhut, D. J. (2007). The impact of student self-efficacy on scientific inquiry skills: An exploratory investigation in River City, a multi-user virtual environment. The Journal of Science Education and Technology, Vol. 16 Issue 1, p. 99–111.
Klopfer, E. S., & Yoon, S. (2005). Developing games and simulations for today and tomorrow's tech savvy youth. TechTrends, Vol. 49 Issue 3, p. 33-41.
Klopfer, E., J. Perry, K. Squire, M. (2005). Collaborative Learning through Augmented Reality Role Playing. Paper presented at the conference on Computer Supported Collaborative Learning, Taiwan.
Klopfer, E., S. Osterweil, and K. Salen. (2009). Moving Learning Games Forward. The Education Arcade, Massachusetts Institute of Technology. Available at http://education.mit.edu/papers/MovingLearningGamesForward_EdArcade.pdf
Lenhart et al. (2008). Teens, Video Games, and Civics: Teens' Gaming Experiences Are Diverse and Include Significant Social Interaction and Civic Engagement. Available at http://www.pewinternet.org/Reports/2008/Teens-Video-Games-and-Civics.aspx.
McGonigal, J. (2011). Reality Is Broken: Why Games Make Us Better and How They Can Change the World. New York: Penguin Press.
Mitgutsch, K. & Alvarado, N. (2012). Purposeful by Design? A Serious Game Design Assessment Framework. FDG '12 Proceedings of the International Conference on the Foundations of Digital Games. ACM New York, NY, USA p. 121-128
Moulder, S. (2004). Fun with a purpose. Presentation at the Serious Games Summit, San Jose, CA.
Partnership for 21st Century Skills (2008). 21st century skills, education, and competitiveness: A resource and policy guide. Tuscon, AZ. Available online at www.21stcenturykills.org.
Rosenbaum E, Klopfer E, & Perry J. (2007). On location learning: authentic applied science with networked augmented realities. Journal of Science Education Technology, Vol. 16 Issue 1, p. 31–45.
Rothman, R. (2011). Video Games Take Testing to the Next Level. Education Digest, Vol. 76 Issue 7, p. 4-8.
Sandford, R., Ulicsak, M., Facer, K. & Rudd, T. (2006). Teaching with Games: final report. Futurelab. Available at http://futurelab.org.uk/resources/documents/project_reports/teaching_with_games/TWG_report.pdf
Salen, K. (2008). Toward an Ecology of Gaming. Edited by Katie Salen. The Ecology of Games: Connecting Youth, Games, and Learning (p. 1-20). The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. Cambridge, MA: The MIT Press.
Shaffer, D.W., Squire, K.D., Halverson, R., & Gee, J.P. (2004). Video Games and the Future of Learning. The Phi Delta Kappan. Vol. 87, Issue 2, p. 104-111.
Shaffer, D.W. (2006). Epistemic Frames for Epistemic Games. Computers and Education, Vol. 46 Issue 3, p. 223-234.
Squire, K. & Jan, M. (2007). Mad City Mystery: Developing Scientific Argumentation Skills with a Place-based Augmented Reality Game on Handheld Computers. Journal of Science Education & Technology, Vol. 16 Issue 1, p. 5-29.
Squire, K. (2011). Video Games and Learning: Teaching and Participating Culture in the Digital Age. New York: Teachers College Press.
Squire, K., & Patterson, N. (2010). Games and simulations in informal science education. WCER Working Paper No. 2010-14. Available at http://www.wcer.wisc.edu/publications/workingPapers/papers.php
Thai, A., Lowenstein, D., Ching, C., and Rejeski, D. (2009). Game Changer: Investing in digital play to advance children's learning and health. The Joan Ganz Cooney Center at Sesame Workshop; New York, NY 10023.
Voogt, J. & Roblin, N. (2012). A comparative analysis of international frameworks for 21 century competences: Implications for national curriculum policies. Journal of Curriculum Studies, Vol. 44 Issue 3, p. 299-321.
Young et al. (2012). Our Princess Is in Another Castle - A Review of Trends in Serious Gaming for Education. Review of Educational Research, Vol. 82 Issue 1, p. 61-89.
Barab, S. A., Gresalfi, M., & Arici, A. (2009). Why educators should care about games. Educational Leadership, Vol. 67 Issue 1, p. 76-80.
De Freitas, S. (2006). Learning in immersive worlds. A review of game-based learning. Report prepared for the JISC e-Learning Programme. Available at http://www.jisc.ac.uk/media/documents/programmes/elearninginnovation/gamingreport_v3.pdf.
Entertainment Software Association (ESA). (2012). "2012 Essential Facts About the Computer and Video Game Industry." The Entertainment Software Association. Available at http://www.theesa.com/facts/pdfs/ESA_EF_2012.pdf.
Evans, M. (2012, July 25). Telephone interview.
Fowler, S. M. (1994).Two decades of using simulation games for cross-cultural training. Simulation & Gaming, Vol. 25, p. 464-476.
Gee, J.P. & D.W. Shaffer. (2010). Looking where the light is bad: Video games and the future of assessment. Epistemic Games Group Working Paper No. 2010-02. Madison: University of Wisconsin-Madison.
Gee, J. P. (2011). Reflections on empirical evidence on game and learning. Ed. S. Tobias & J. D. Fletcher. Computer Games and Instruction (p. 223-233). Charlotte, NC: Information Age Publishers.
Hays, R. (2005). The effectiveness of instructional games: A literature review and discussion (Tech Rep. No. 2005-004). Orlando, FL: Naval Air Warfare Center Training Systems Division.
Honey, M. & Hilton, M., Eds. (2010). Learning Science: Computer Games, Simulations. Education, Committee on Science Learning: Computer Games, Simulations, and Education (p. 5-48). Washington DC: National Academies Press.
Jerald, Craig D. (2009) Defining a 21st Century Education. The Center for Public Education. Available at http://www.centerforpubliceducation.org/Learn-About/21st-Century/Defining-a-21st-Century-Education-Full-Report-PDF.pdf
Ketelhut, D. J. (2007). The impact of student self-efficacy on scientific inquiry skills: An exploratory investigation in River City, a multi-user virtual environment. The Journal of Science Education and Technology, Vol. 16 Issue 1, p. 99–111.
Klopfer, E. S., & Yoon, S. (2005). Developing games and simulations for today and tomorrow's tech savvy youth. TechTrends, Vol. 49 Issue 3, p. 33-41.
Klopfer, E., J. Perry, K. Squire, M. (2005). Collaborative Learning through Augmented Reality Role Playing. Paper presented at the conference on Computer Supported Collaborative Learning, Taiwan.
Klopfer, E., S. Osterweil, and K. Salen. (2009). Moving Learning Games Forward. The Education Arcade, Massachusetts Institute of Technology. Available at http://education.mit.edu/papers/MovingLearningGamesForward_EdArcade.pdf
Lenhart et al. (2008). Teens, Video Games, and Civics: Teens' Gaming Experiences Are Diverse and Include Significant Social Interaction and Civic Engagement. Available at http://www.pewinternet.org/Reports/2008/Teens-Video-Games-and-Civics.aspx.
McGonigal, J. (2011). Reality Is Broken: Why Games Make Us Better and How They Can Change the World. New York: Penguin Press.
Mitgutsch, K. & Alvarado, N. (2012). Purposeful by Design? A Serious Game Design Assessment Framework. FDG '12 Proceedings of the International Conference on the Foundations of Digital Games. ACM New York, NY, USA p. 121-128
Moulder, S. (2004). Fun with a purpose. Presentation at the Serious Games Summit, San Jose, CA.
Partnership for 21st Century Skills (2008). 21st century skills, education, and competitiveness: A resource and policy guide. Tuscon, AZ. Available online at www.21stcenturykills.org.
Rosenbaum E, Klopfer E, & Perry J. (2007). On location learning: authentic applied science with networked augmented realities. Journal of Science Education Technology, Vol. 16 Issue 1, p. 31–45.
Rothman, R. (2011). Video Games Take Testing to the Next Level. Education Digest, Vol. 76 Issue 7, p. 4-8.
Sandford, R., Ulicsak, M., Facer, K. & Rudd, T. (2006). Teaching with Games: final report. Futurelab. Available at http://futurelab.org.uk/resources/documents/project_reports/teaching_with_games/TWG_report.pdf
Salen, K. (2008). Toward an Ecology of Gaming. Edited by Katie Salen. The Ecology of Games: Connecting Youth, Games, and Learning (p. 1-20). The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. Cambridge, MA: The MIT Press.
Shaffer, D.W., Squire, K.D., Halverson, R., & Gee, J.P. (2004). Video Games and the Future of Learning. The Phi Delta Kappan. Vol. 87, Issue 2, p. 104-111.
Shaffer, D.W. (2006). Epistemic Frames for Epistemic Games. Computers and Education, Vol. 46 Issue 3, p. 223-234.
Squire, K. & Jan, M. (2007). Mad City Mystery: Developing Scientific Argumentation Skills with a Place-based Augmented Reality Game on Handheld Computers. Journal of Science Education & Technology, Vol. 16 Issue 1, p. 5-29.
Squire, K. (2011). Video Games and Learning: Teaching and Participating Culture in the Digital Age. New York: Teachers College Press.
Squire, K., & Patterson, N. (2010). Games and simulations in informal science education. WCER Working Paper No. 2010-14. Available at http://www.wcer.wisc.edu/publications/workingPapers/papers.php
Thai, A., Lowenstein, D., Ching, C., and Rejeski, D. (2009). Game Changer: Investing in digital play to advance children's learning and health. The Joan Ganz Cooney Center at Sesame Workshop; New York, NY 10023.
Voogt, J. & Roblin, N. (2012). A comparative analysis of international frameworks for 21 century competences: Implications for national curriculum policies. Journal of Curriculum Studies, Vol. 44 Issue 3, p. 299-321.
Young et al. (2012). Our Princess Is in Another Castle - A Review of Trends in Serious Gaming for Education. Review of Educational Research, Vol. 82 Issue 1, p. 61-89.