Bibliography
Games and Learning
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Cassell, J., and Jenkins, H. (Eds.) (2011). Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming. MIT Press.
Daniel, S. (2009). Exploring Novel Learning Practices Through Co-designing Mobile Games. In G. Vavoula, N. Pachler, and A. Kukulska-Hume (Eds.) Researching Mobile Learning: Frameworks, Tools, and Research Designs. Peter Lang.
Druin, A. (1999). Cooperative Inquiry: Developing New Technologies for Children with Children. In Proceedings of the SIGCHI conference on Human Factors in Computing Systems, University of Maryland, College Park, MD, May 15-20, 1999.
Ferdig, R.E., and Gandolfi, E. (2023). Education. In M.J.P. Wolf, and Perron, B. (Eds.) The Routledge Companion of Video Game Studies (2nd edition) (pp. 393-400). Routledge.
de Freitas, S. (2018). Are Games Effective Learning Tools? A Review of Educational Games. Educational Technology and Society 21(2), 74-84. https://www.jstor.org/stable/26388380
Gee, J.P. (2007). What Video Games Have to Teach Us About Learning and Literacy. Palgrave Macmillan.
Gee, J.P, and Hayes, E. (2010). Women and Gaming: The Sims and 21st Century Learning. Palgrave Macmillan.
Hammer, J., To, A., Schrier, K., Bowman, S.L., and Kaufman, G. (2024). Learning and Role-Playing Games. In J.P. Zagal and S. Deterding (Eds.) The Routledge Handbook of Role-Playing Game Studies (299-316). Routledge.
Johansson, S.J. (2009). What Makes Online Collectible Card Games Fun to Play? Breaking New Ground: Innovations in Games, Play, Practice and Theory. Proceedings of Digital Games Research Association 2009.
McGonigal, J. (2011). Reality is Broken: Why Games Make Us Better and How They Can Change the World. Penguin.
Shaffer, D.W. (2006). How Computer Games Help Children Learn. Palgrave.
Shelton, B.E., and Scoresby, J. (2011). Aligning Game Activity with Educational Goals. Educational Technology Research and Development 59(1), 113-138.
Squire, K. (2021). Making Games for Impact. MIT Press.
Squire, K. (2011). Video Games and Learning. Teachers College Press.
Waters, A. (2015, May 18). What Are Games and Simulations Good For? Hack Education. https://hackeducation.com/2015/05/18/simulations
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). https://doi.org/10.1002/hbe2.188
History and Digital Games
Beavers, S. (2020). The Informal Learning of History with Digital Games. [Unpublished doctoral dissertation] Open University.
Bokolas, V., and Panagouli, D. (2019). Between ‘Fortnite’ and ‘Civilization’: Digital Games and Historical-Cultural Education. In L. Elbaek, G. Majgaard, A. Valente, and S. Khalid (Eds.), ECGBL 2019 13th European Conference on Game-Based Learning.
Carrascosa, C.L., Palomero Ylardia, I., Paredes-Velasco, M., and del Carmen Navarro Garcíia-Suelto, M. (2024). Game-Based Learning With Augmented Reality for History Education. IEEE Revista Iberoamericana de Tecnologías del Aprendizaje, 19. https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=10440603
Chapman, A. (2016). Digital games as history: how video games represent the past and offer access to historical practice. Routledge.
Corbeil, P., and Laveault, D. (2008). Validity of a Simulation Game as a Method for History Teaching. Simulation & Gaming 42(4), 418-422.
Denning, A. (2021). Deep Play? Video Games and the Historical Imaginary. American Historical Review 126(1), 180-198. https://doi.org/10.1093/ahr/rhab002
DiCamillo, L., and Gradwell, J. (2012). Using Simulations to Teach Middle Grade U.S. History in an Age of Accountability. In Research in Middle Education Online.
Fisher, S. (2011). Playing with World War II: A Small-Scale Study of Learning in Video Games. Loading… 5(8). https://journals.sfu.ca/loading/index.php/loading/article/view/96
Gilbert, L. (2019). ‘Assassin’s Creed reminds us that history is human experience’: Students’ senses of empathy while playing a narrative video game. Theory and Research in Social Education (1), 108-137. https://doi.org/10.1080/00933104.2018.1560713
Hamilton, K. (2012). They Made a Video Game About Slavery, and It’s Actually Good. Kotaku. http://kotaku.com/5885194/they-made-a-video-game-about-slavery-and-its-actually-good
Hartman, A., Tulloch, R., Young, H. (2021). Video Games as Public History: Archives, Empathy and Affinity. International Journal of Computer Game Research 21(4). https://gamestudies.org/2104/articles/hartman_tulloch_young
Houghton, R. (2022). Teaching the Middle Ages through Modern Games: Using, Modding and Creating Games for Education and Impact. De Gruyter. http://ebookcentral.proquest.com/lib/gmu/detail.action?docID=7113787
Kapell, M. and Elliott, A. (Eds.) (2013). Playing with the Past: Digital Games and the Simulation of History. Bloomsbury Academic.
Kee, K. (2008). Computerized History Games: Narrative Options. Simulation & Gaming 42(4). https://doi.org/10.1177/1046878108325441
Kessner, T.M., and McArthur Harris, L. (2022). Opportunities to practice historical thinking and reasoning in a made-for-school history-oriented videogame. International Journal of Child-Computer Interaction 34, Article 100545. https://doi.org/10.1016/j.ijcci.2022.100545
Kolek, L., Šisler, V., Martinková, P., and Brom, C. (2021). Can video games change attitudes towards history? Results from a laboratory experiment measuring short- and long-term effects. Journal of Computer Assisted Learning 37(5), 1348-1369. https://doi.org/10.1111/jcal.12575
Lee, W.H., Park, S.Y., and Lee, W.H. (2021). Game-Based Learning and Assessment for History Education. Preprints. https://doi.org/10.20944/preprints202103.0761.v1
MacCallum-Stewart, E., and Parsler, J. (2007). Controversies: Historicising the Computer Game. Proceedings of DiGRA 2007 Conference Tokyo. 203-210. https://repository.uel.ac.uk/download/29abd7a360be7f80b7bd2e83333aae7d31a5d7de6ba8e9b2edf75bc5f29ad9c1/467869/MacCallum-Stewart%2C%20E%20%282007%29%20DiGRA%20203-10.pdf
Madden, A. (2019). Requiescat in Pace: The Afterlife of the Borgia in Assassin’s Creed II and Assassin’s Creed: Brotherhood. In Jennifer Mara DeSilva (Ed.) The Borgia Family: Rumor and Representation (276-295). Routledge.
Malegiannaki, I.A., Daradoumis, T., and Retalis, S. (2020). Teaching Cultural Heritage through a Narrative-based Game. Journal on Computing and Cultural Heritage 13(4), 1-28. https://dl.acm.org/doi/abs/10.1145/3414833
McCall, J. (2022). Gaming the Past: Using Video Games to Teach Secondary History (2nd edition). Routledge.
McCall, J. (2020). The Historical Problem Space Framework: Games as a Historical Medium. International Journal of Computer Game Research 20(3). https://gamestudies.org/2003/articles/mccall
McCall, J. (2016). Teaching History With Digital Historical Games: An Introduction to the Field and Best Practices. Simulation & Gaming 47(4). https://doi.org/10.1177/1046878116646693
McCall, J. (2018). Video Games as Participatory Public History. In D. Dean (Ed.) A Companion to Public History (405-416). John Wiley & Sons. https://doi.org/10.1002/9781118508930.ch29
McMichael, A. (2007). PC Games and the Teaching of History. The History Teacher 40(2), 203-218. https://www.jstor.org/stable/30036988
Metzger, S.A., and Paxton, R.J. (2016). Gaming History: A Framework for What Video Games Teach About the Past. Theory & Research in Social Education 44(4). https://doi.org/10.1080/00933104.2016.1208596
Oceja, J., Abián-Cubillo, D., and Torres-Trimallez, M. Games for Teaching and Learning History: a Systematic Literature.
Rahimi, F.B., Kim, B., Levy, R.M., and Boyd, J.E. (2020). A Game Design Plot: Exploring the Educational Potential of History-Based Video Games. IEEE Transactions on Games 12(3), 312-322. https://doi.org/10.1109/TG.2019.2954880
Reisman, A. (2015). Entering the Historical Problem Space: Whole-Class Text-Based Discussion in History Class. Teachers College Record 117(2). https://doi.org/10.1177/016146811511700206
Roy Rosenzweig Center for History and New Media. (2012). Special section on games. Digital Humanities 1(2). http://journalofdigitalhumanities.org/1-2/
Uricchio, W. (2005). Simulation, History, and Games. In J. Raessens and J. Goldstein (Eds.) Handbook of Computer Game Studies (327-341). The MIT Press.
Yu, Z., Yu, W.H., Fan, X., and Wang, X. (2014). An Exploration of Computer Game-Based Instruction in the ‘World History’ Class in Secondary Education: A Comparative Study in China. PLoS ONE 9(5). http://dx.doi.org/10.1371/journal.pone.0096865
Zucconi, L., Watrall, E., Ueno, H., and Rosner, L. (2013). Pox and the City: Challenges in Writing a Digital History Game. In K. Nawrotzki, J. Dougherty (Eds.) Writing History in the Digital Age (198-206). University of Michigan Press. https://dx.doi.org/10.1353/book.27633
Educational Games in the Classroom
Brysch, C.P., Huynh, N.T., and Scholz, M. (2012). Evaluating Educational Computer Games in Geography: What is the Relationship to Curriculum Requirements? Journal of Geography, 111(3), 102-112.
Celik, B., Bilgin, R., and Yıldız, Y. (2022). An Evaluation of Positive and Negative Aspects of Educational Games: A Case Study in Erbil Brayaty Primary School. International Journal of Social Sciences & Educational Studies, 9(1). https://doi.org/10.23918/ijsses.v9i1p227
Chen, H.H., and Hsu, H. (2020). The impact of a serious game on vocabulary and content learning. Computer Assisted Language Learning 33(7), 811-832. https://doi.org/10.1080/09588221.2019.1593197
Clyde, J., and Wilkinson, G.R. (2012). More Than a Game…Teaching in the Gamic Mode: Disciplinary Knowledge, Digital Literacy, and Collaboration. The History Teacher 46(1), 45-66.
Kennedy-Clark, S., and Thompson, K. (2011). What Do Students Learn When Collaboratively Using a Computer Game in the Study of Historical Disease Epidemics, and Why? Games and Culture 6(6). https://doi.org/10.1177/15554120114313
Klopfer, E., Haas, J., and Jenkins, H. (2012). The More We Know: NBC News, Educational Innovation, and Learning from Failure. MIT Press.
Kryczka, Nicholas, Barringer, Whitney E., Brand, Lauren and McFarlane, Scot (2024). American Lesson Plan: Teaching US History in Secondary Schools. American Historical Association. https://www.historians.org/wp-content/uploads/2024/09/American-Lesson-Plan-1.pdf
Martí-Parreño, J., Galbis-Córdova, A., and Miquel-Romero, M.J. (2018). Students’ attitude towards the use of educational video games to develop competencies. Computers in Human Behavior 81, 366-377. https://doi.org/10.1016/j.chb.2017.12.017
Mindshift. (2012). Video Games That Bring Civics Class to Life. Mind/Shift. http://blogs.kqed.org/mindshift/2012/10/video-games-that-bring-civics-class-to-life/
New Media Consortium Horizon Project. (2012). New Media Consortium Horizon Report: 2012 K-12 Education. Annual Report.
O’Neil, H.F., Baker, E.L., Perez R.S., and Watson, S.E. (Eds.) (2022). Theoretical Issues of Using Simulations and Games in Educational Assessment: Applications in School and Workplace Contexts. Routledge.
Richards, J., Stebbins, L., Moellering, K. (2013). Games for a Digital Age: K-12 Market Map and Investment Analysis. Joan Ganz Cooney Center.
Sáez-López, J., Miller, J., Vázquez-Cano, E., and Domínguez-Garrido, M. (2015). Exploring Application, Attitudes and Integration of Video Games: MinecraftEdu in Middle School. Educational Technology & Society 18(3), 114-128. https://www.jstor.org/stable/jeductechsoci.18.3.114
Sheldon, J., Perry, J., Klopfer, E., Ong, J., Chen, V.H., Tzuo, P.W., and Rosenheck, L. (2010). Weatherlings: A New Approach to Student Learning Using Web-Based Mobile Games. Proceedings of the Fifth International Conference on the Foundations of Digital Games, Pacific Grove, CA, 19-20 June 2010.
Yu, Z., Gao, M., and Wang, L. (2020). The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction. Journal of Educational Computing Research 59(3). https://doi.org/10.1177/0735633120969214
Text-Based and Narrative Games
Dambekodi, S., Frazier, S., Ammanabrolu, P., and Riedl, M.O. (2020). Playing Text-Based Games with Common Sense. Wordplay: When Language Meets Games Workshop. https://arxiv.org/pdf/2012.02757
De Vero, I., and Barr, M. (2023). A Historical Text-Based Game Designed to Develop Critical Thinking Skills. International Journal of Game-Based Learning 13(1). https://doi.org/10.4018/IJGBL.323138
Hancock, M. (2016). Games with Words: Textual Representation in the Wake of Graphical Realism in Videogames. [Unpublished master’s thesis] University of Waterloo. https://uwspace.uwaterloo.ca/items/58e59f25-b001-4584-afd9-b8f9c092bbf9
Salter, A. and Moulthrop, S. (2021). Twining: Critical and Creative Approaches to Hypertext Narratives. Amherst University Press.
Wright, T. B., and Weible, J. L. (2024). Current Attitudes on Digital Interactive Fiction and Text Adventure Games within Learning Contexts: A Systematic Literature Review. Journal of Research in Science, Mathematics and Technology Education 7, 23-51. https://doi.org/10.31756/jrsmte.713