AzLA 2010 handout : links and resources on games

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Handout accompanying presentation given 15 Nov 2010 by Liz Danforth and Don Dehm, for half-day pre-conference workshop at Arizona Libraries Assoc. annual meeting.

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AzLA 2010 handout : links and resources on games

  1. 1. GET LUCKY: Gaming beyond Monopoly and Rock Band Danforth & Dehm – AzLA 15 November 2010 Want to know more? Are They Really Ready to Work? Employers’ Perspectives on the Basic Knowledge and Applied Skills of New Entrants to the 21st Century U.S. Workforce p21.org/documents/FINAL_REPORT_PDF09-29-06.pdf Beck, John C., and Mitchell Wade. Got Game: How the Gamer Generation Is Reshaping Business Forever. New York: Harvard Business School Press, 2004. Print. Black, R. W. & Steinkuehler, C. (2009). Literacy in virtual worlds. In L. Christenbury, R. Bomer, & P. Smagorinsky (Eds.), Handbook of Adolescent Literacy Research (pp. 271-286). New York: Guilford. DeMarco, Michael, Eric Lesser, and Tony O'Driscoll. "IBM - Leadership in a distributed world: Lessons from online gaming - IBM Institute for Business Value studies." IBM United States. N.p., n.d. Web. 3 Dec. 2007. <http://www-935.ibm.com/services/us/index.wss/ibvstudy/gbs/a1028184?cntxt=a1005263> Galagan, P. "Slash, Burn, and Learn." Training & Development 1 May 2009: 28-31. Print. Gallaway, Beth. Game on! Gaming at the library. New York: Neal-Schuman Publishers, 2009. Print. Gee, James Paul. Good video games + good learning: collected essays on video games, learning, and literacy. New York: P. Lang, 2007. Print. ----. What video games have to teach us about learning and literacy . Rev. and updated ed. Basingstoke: Palgrave Macmillan, 2008. Print. Glassner, Andrew. Interactive Storytelling: Techniques for 21st Century Fiction. Natick: Ak Peters, 2004. Print. Jenkins, Henry. Convergence culture: where old and new media collide. New York: New York University Press, 2006. Print. Kutner, Lawrence, and Cheryl K. Olson. Grand theft childhood: the surprising truth about violent video games and what parents can do. New York : Simon & Schuster, 2008. Print. Mayer, Brian, and Christopher Harris. Libraries got game: aligned learning through modern board games. Chicago: American Library Association, 2010. Print. Nardi, Ba, S Ly, and J Harris. "Learning Conversations in World of Warcraft." System Sciences, 2007. HICSS 2007. 40th Annual Hawaii International Conference on (unk) (2007): 79-79. http://darrouzet- nardi.net/bonnie/pdf/Nardi-HICSS.pdf Nicholson, Scott. Everyone plays at the library: creating great gaming experiences for all ages. Medford, N.J.: Information Today, 2010. Print. Partnership for 21st Century Skills: http://p21.org
  2. 2. Pirius, Landon K., and Gill Creel. "Reflections on Play, Pedagogy, and World of Warcraft" EDUCAUSE Quarterly. Vol. 33, No. 3, 2010. N.p., n.d. Web. 8 Oct. 2010. <http://bit.ly/b6FNRs>. Prensky, Marc. "Don't bother me Mom, I'm learning!": how computer and video games are preparing your kids for twenty-first century success and how you can help!. St. Paul, Minn.: Paragon House, 2006. Print. "Re-Mission: a game & community for young people with cancer." Re-Mission: a game & community for young people with cancer. N.p., n.d. Web. 2 Dec. 2007. <http://re-mission.net>. Steinkuehler, C. (2007). Massively multiplayer online gaming as a constellation of literacy practices. ELearning, 4(3) 297-318. ---- (2004). Learning in massively multiplayer online games. In Y. B. Kafai, W. A. Sandoval, N. Enyedy, A. S. Nixon, & F. Herrera (Eds.), Proceedings of the Sixth International Conference of the Learning Sciences (pp. 521–528). Mahwah, NJ: Erlbaum. Steinkuehler, C. & Chmiel, M. (2006). Fostering scientific habits of mind in the context of online play. In S.A. Barab, K.E. Hay, N.B. Songer, & D.T. Hickey (Eds.), Proceedings of the International Conference of the Learning Sciences (pp 723-729). Mahwah NJ: Erlbuam. Vygotskii, L.S.. Mind in Society. Cambridge: Harvard University Press, 1978. Print. On the theoretical underpinings of learning in the zone of proximal development. WoW in Schools project, including curriculum activities for math, literacy, writing, digital citizenship and other 21st Century skills: http://wowinschool.pbworks.com. Interactive wiki for participants and educators. Uncommon acronyms we might have used: CCG: Collectible Card Game (example: Magic the Gathering) FPS: First Person Shooter (example: Doom) LARP: Live Action Role Playing Game (example: World of Darkness Vampire game) MMO (or MMORG): Massively Multiplayer Online Role Playing Game (example: World of Warcraft) RPG: Role Playing Game (example: Dungeons & Dragons) RTS: Real Time Strategy game (example: Starcraft) Here are some of the games we brought with us: Blockus, Wicked Witches Way, Alibi, Forbidden Island, Pillars of the Earth, Family Business, Word on the Street, Backseat Drawing, Settlers of Catan, Hey! That’s my fish, Lascaux, Monuments, Toledo, Pack & Stack, Lemming Mafia. Qwirkle, Wits & Wagers Family, Tsuro, Saboteur, Back to the Future card game, Lord of the Rings game, Pandemic, Fluxx, Aquarius, Ody-see, Myth Pantheons, Grave Robbers from Outer Space, Lunch Money, Munchkin. Liz Danforth Don Dehm etdanforth@gmail.com don@pulpgamer.com

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