Resources

= Resources =

James Paul Gee (2007)
Thought you might like this bibliography from my paper which is available at http://www.wlv.ac.uk/default.aspx?page=25083

Altered Learning (2007), //Neverwinter Nights: The quest for learning//. [] accessed 6 May 2010. = BBC (2010), // Brain training doesn't boost brain power, work suggests, // from [] accessed 6 May 2010  = Bohn, R.E. and Short, J.E. (2009), //How Much Information: Report on American Consumers// 2009, Global Information Industry Centre: San Diego: University of California ddp.nist.gov/refs/HMI_**2009**_Consumer**Report**_Dec9_**2009**.pdf Boud, D., and Feletti, G., Eds. (1991), //The challenge of problem-based learning//. New York: St. Martin’s Press. Boyd, D. (2007), “Why Youth (Heart) Social Network Sites: The Role of Networked Publics in Teenage Social Life.” //MacArthur Foundation Series on Digital Learning – Youth, Identity, and Digital Media Volume// (ed. David Buckingham). Cambridge, MA: MIT Press. Caillois, R., Barash, M. (translator) (2001), //Man, Play and Games.// Reprint. USA: University of Illinois. Cazden, C. (1981) (Cited in Gee (2007)), “Performance before Competence: Assistance to Child Discourse in the Zone of Proximal Development,” //Quarterly Newsletter of the Laboratory of Comparative Human Cognition// 3.1 (1981): 5-8. Consalvo, M., Ivory, J. D., Martins, N. and Williams, D. (2009), The virtual census: representations of gender, race and age in video games //New Media Society// 2009; 11; 815 Cragg, A.,Taylor, C. and Toombs, B. (2006), //Video Games:// // Research to improve understanding of what players enjoy about video games, and to explain their preferences for particular games. // BBFC: London. [] accessed 17 May 2010 == Douch, R., Attewell, J. and Dawson, D. (2010) Games Technologies For Learning, LSN:London  == ESA (2009), // Essential Facts about the Computer and Video Game Industry // [] accessed 17 May 2010 Federation of American Scientists. (2006). //R&D challenges in games for learning//. Report of The Learning Federation. Available at [|http://www.fas.org] accessed 17 May 2010 Facer, K., Rudd T., Sandford R., and M. Ulicsak (2006), //Teaching with games: Using commercial off-the-shelf games in formal education.// Bristol: Futurelab [|www.futurelab.org.uk/research/teachingwithgames/fi ndings.htm] (accessed 5th October 08) Fisher, T. (2006), Educational transformation: Is it, like ‘beauty’, in the eye of the beholder, or will we know it when we see it? //Education and Information Technologies, 11//, 293–303. doi: 10.1007/s10639-006- 9009-1 Futurelab/Ipsos Mori (2009), //Gaming in Families Research: Parents’ and children’s views on and experiences of gaming//. Futurelab: UK Garrido, Y., Álvaro, M., Segura, J., Blanco, T. and Casas, R. (2009), Accessible Gaming through Mainstreaming Kinetic Controller, //Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering//. Springer: Berlin

Gee, J.P. (2003), //What Video Games Have To Teach Us About Learning and Literacy//. Palgrave Macmillan: London Gee, J.P. (2005), What would a state of the art instructional video game look like? //Innovate// 1 (6). http://www.innovateonline.info/index.php?view=article&id=80 accessed 6 December 2007 Gee, J.P. (2007), // Good Video Games And Good Learning //, available at [|www.academiccolab.org/resources/documents/**Good**_**Learning**.pdf] accessed 6 May 2010 Gee, J.P. and Hayes, E. (2009), //Public Pedagogy through Video Games// [] accessed 21 May 09 Guardian online (2010), //Creating the next dotcom boom could be child's play,// [] accessed 4 May 2010 Hadfield, M. and Jopling, M. (2008), //A Horizon Scanning Guide//, Innovation Unit [] accessed 6 June 2009 Hadfield, M., Jopling, M., Royle, K. and Southern, L. (2009), //Evaluation of the Training and Development Agency for Schools’ funding for ICT in ITT Projects//. TDA: London Paul Hamlyn Foundation (2008), //Learning Futures: Next Practice in Learning and Teaching. Innovation Unit// [] accessed 6 June 2009 ISG (2010), // 2010 Social Gaming Research //, [|www.infosolutionsgroup.com/**2010**_PopCap_**Social**_**Gaming**_**Research**_Results.pdf] accessed 4 May 2010 Jenkins, H., Purushotma, R., Clinton, K., Weigel, M. and Robison, A.J. (2006), //Confronting the Challenges of Participatory Culture: Media Education for the 21st Century//, available from [] accessed 6 May 2010 Kay, D., McGonigle, B., Patterson, W. and Tabbiner, B. (2009), //Next Generation User Skills Report//, Sero Consulting: available from [] accessed 6 May 2010 Laurillard, D. (2002), //Rethinking University Teaching. A conversational framework for the effective use of learning technologies//. London: Routledge Leadbeater, C. (2004), //Personalisation through participation: a new script for public// // services //. London: Demos. Learn 4 life blog (2010), //Why are we still arguing over Gaming in Education?// From [] accessed 6 May 2010 Lenhart, A., Kahne, J., Middaugh, E., Macgill, A., Evans, C. and Vitak, J. (2008), //Teens, Video Games, and Civics//. Pew Internet & American Life Project. Washing ton: USA, [|**http://www.pewinternet.org/**] accessed 29 April 2010 Liszkiewicz, P.A.J. (2010), // Cultivated Play: Farmville //, [] accessed 4 May 2010 LTS (2008), // Dr Kawashima's Brain Training // []. accessed 6 May 2010 Macfarlane, A. (2002), //Report on the educational use of games//. Teem, DFES: UK Magnussen, R., (2007), Games as a Platform for Situated Science Practice. In de Castell, S. & Jenson, J. (Eds.), //Worlds in Play: International Perspectives on Digital Games Research//. New York: Peter Lang. McLuhan, M. and Fiore Q. (1967), //The Medium is the Massage//. New York: Bantam O’ Leary, T. (2010), //MP For a Week Game// [] accessed 14 May 2010 Owen, M., Diamant, A. and Joiner, R. (2007), //Racing Academy FE/HE edition//: A research report. Bristol, U.K.: Futurelabs. http://www.futurelab.org.uk/projects/racing_academy_fehe/research accessed December 6, 2007 Papert, S. (1998), //Does Easy Do It? Children, Games, and Learning//. [] accessed 6 October 2008 = Pearson, E. & Bailey, C. (2007), Evaluating the potential of the Nintendo Wii to support disabled students in education. In //ICT: Providing choices for learners and learning. Proceedings ascilite Singapore 2007//. [] accessed 17 May 2010  = Poole, S. (2000), //Trigger happy: The inner life of video games//. London: Fourth Estate. Pratchett, R. (2005), //Gamers in the UK: Digital play, digital lifestyles// (BBC). Prensky, M. (2000), //Digital Game Based Learning//, McGraw-Hill Prensky, M. (2009), H. Sapiens digital: From digital immigrants and digital natives to digital wisdom. //Innovate 5//(3). Retrieved from [] accessed 17 May 2010 Ramboz, C. (2010), quoted in: //Creating the next dotcom boom could be child's play//, [] accessed 4 May 2010 Rideout, V.J., Foehr, U.G., and Roberts, D.F. (2010), // GENERATION M2 Media in the Lives of 8- to 18-Year-Olds //. Kaiser Family Foundation: California Royle, K., Jenkins, C., and Nickless, J. (2010), //Using PictoChat on the Nintendo DS to Develop Children’s Exploratory Talk through Productive Learning Conversations during Collaborative Group Work//, // RCETJ 6 // (1), 76-93 Salen, K. (2009), //Quest to Learn//, from [] accessed 17 May 2010 Salen, K. Osterweil, S. and Klopfer, E. (2009) Moving Learning Games Forward, Obstacles, Opportunities and Openess, The Education Arcade, MIT :USA Schell, J. (2010), Design Outside the Box**,** //Dice conference proceedings//**:** [] accessed 4 May 2010 Schön, D. A. (1991), //The Reflective Turn: Case Studies In and On Educational Practice//, New York: Teachers Press, Columbia University. Telegraph online (2010), //Budget 2010: Tax breaks for video game developers// [], accessed 11 May 2010

Thorpe, M. (2004), // A report on the concept of communities of practice and its applicability to NCSL’s Networked Communities //. [Personal Communication]

Vygotsky, L. S. (1978), //Mind and society: The development of higher psychological processes//. Cambridge, MA: Harvard University Press. Watamaniuk, J. (2005), //Profile//: West Nottinghamshire College. [] accessed 8 November 2008 Watkins, C. S. (2010), //Changing the Conversation: Rethinking America’s Digital Divide//, from [], accessed 4 May 2010 Watkins, C.S. (2010), // To be Young, Digital, and Black //, from [] accessed 4 May 2010 Wenger, E. (1998), //Communities of Practice: learning, meaning and identity//, Cambridge: Cambridge University Press. Williamson, B. (2009), //Computer games, schools, and young people. A report for educators on using games for learning//, Futurelab:UK