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REPORT 8
Literature Review in Games and Learning

John Kirriemuir, Ceangal
Angela McFarlane, Graduate School of Education, University of Bristol
 


       

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research intro

literature reviews


 
     
Kinder, M (1996). Contextualising video game violence: from Teenage Mutant Ninja Turtles 1 to Mortal Kombat 2, in: Greenfield, PM and Cocking, RR (eds) Interacting with video. Ablex, Norwood, NJ: 25-38

Kirriemuir, J (2002). A Survey of the Use of Computer and Video Games in Classrooms. Internal report for Becta (British Educational Communications and Technology Agency). www.becta.org.uk/

Laurel, B (1991). Computers as Theatre. Menlo Park, CA: Addison-Wesley

Lyke, D (1998). Book review: Failure to Connect: How Computers Affect Our Children’s Minds - for Better and Worse by Jane M Healy, PhD. www.flutterby.com/reviews/books/ FailureToConnect.html

Mackereth, M (1998). Girls’ Perceptions of Video Games. Unpublished BEd Honours Thesis, School of Education, Flinders University, Adelaide. www.ed.sturt.flinders.edu.au/edweb/ onpub/THESES/mackereth98a/BEGIN.HTM

Malone, T (1980). What Makes Things Fun to Learn? A Study of Intrinsically Motivating Computer Games. Palo Alto: Xerox

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

Malone, T (1983). Guidelines for designing educational computer programs. Childhood Education, 59, 241- 247

Malone, TW and Lepper, MR (1987). Making learning fun: a taxonomy of intrinsic motivations for learning, in: RE Snow & MJ Farr (Eds) Aptitude, Learning, and Instruction, III: Cognitive and Affective Process Analysis (pp 223-253). Hillsdale, NJ: Lawrence Erlbaum Associates

Marsh, J and Thompson, P (2001). Parental involvement in literacy development: using media texts. Journal of Research in Reading, 24, 3: 266-278

Massanari, A (1998). Four Models of the Use of Computer Games in the Classroom. www.ac.wwu.edu/%7Eanalisa/ issues/games.htm

McFarlane, AE (1996). The effectiveness of ILS, in: Underwood, JDM and Brown, J (eds) ILS: Potential into Practice. Heineman (pp15-29)

McFarlane, AE (ed) (1997). IT and Authentic Learning - Realising the Potential of Computers in the Primary Classroom. London: Routledge (pp256) (ISBN 0 415 14701 8) (pp1-12, 95–120, 160-179)

McFarlane, A and Sakellariou, S (2002). The role of ICT in science education. Cambridge Journal of Education 32(2), p219-232

McFarlane, A, Sparrowhawk, A and Heald, Y (2002). Report on the Educational Use of Games. TEEM (Teachers Evaluating Educational Multimedia): www.teem.org.uk/

McMillan, D (2001). Sexist Plaything or Transitional Object? How the Personality of the Player Interacts with the Personality of Lara Croft in Tomb Raider. http://derek mcmillan.tripod.com/contents.htm (Moto GP) Review of Moto GP 2. NTSC-UK website. www.ntsc-uk.com/review. php?platform=xbo&game=MotoGPOnline
  Nixon, H (1998). Fun and games are serious business, in: Sefton-Green, J (ed) Digital Diversions: Youth Culture in the Age of Multimedia. London: UCL

Orwant, J (2000). EGGG: The Extensible Graphical Game Generator. Boston, US: MIT PhD thesis. Chapter 2. http://orwant.com/eggg.html Poole, S (2000). Trigger Happy: the Inner Life of Videogames. London: Fourth Estate Prensky, M (2001). Digital Game-Based Learning. McGraw-Hill Education

Rieber, L, Luke, N and Smith, J (1998). Project KID DESIGNER: Constructivism at Work Through Play. www.ncsu.edu/meridian/jan98/ feat_1/kiddesigner.html (Role-playing) List of articles and papers concerned with the study of role-playing games. http://www.rpgstudies.net/

Russell, G (1990). Computer Adventure Games and Education. Unpublished MEd thesis. Monash University, Melbourne

Sefton-Green, J (2003). Literature Review in Informal Learning with Technology Outside School. Bristol: Futurelab Sim City (2002). Sim City: Using a Simulation Game to Aid Understanding of Number. www.rbksch.org/maths/ Teachers/schools/simcity/scindex.html

Sims, B (2001). The effect of an educational computer game on motivation to learn basic musical skills: a qualitative study, in: Proceedings of the Fifth International Technological Directions in Music Learning Conference. http://music.utsa.edu/tdml/conf-V/VSimms. html

Smith, MK (1999). Learning Theory, the Encyclopedia of Informal Education. www.infed.org/biblio/b-learn.htm

Squire, K (2003). Gameplay in Context: Learning Through Participation in Communities of Civilization III Players. Unpublished PhD thesis. Instructional Systems Technology Department, Indiana University

Tobin, J (1998). An America ‘otaku’ (or a boy’s virtual life on the net), in: Sefton- Green, J (ed) Digital Diversions: Youth Culture in the Age of Multimedia. London: University College London Press Whitebread, D (1997). Developing children’s problem-solving: the educational uses of adventure games, in: McFarlane, A (ed) Information Technology and Authentic Learning. London: Routledge

Williamson, B and Facer, K (2003). More Than ‘Just a Game’: the Implications for Schools of Childrens’ Computer Games Communities. Unpublished draft paper. Futurelab. www.futurelab.org.uk/research/ draft_articles.htm

Williamson, B (2003). A Review of Gee’s ‘What Videogames Can Teach us About Learning and Literacy. www.futurelab.org.uk/research/ book_reviews.htm

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