9. Arguments to bring games into classrooms (Gee, 2003, 2004,
2005, 2007; Ketelhut, Dede, Clarke, & Nelson, 2006; Klopfer, 2004; Squire 2005, 2006, Jenkins &
Squire, 2004; Steinkuehler & King, 2009)
Game-making as a window into rich meaning-making
(Kafai 2006; Gee, 2007; Osterweil & Salen, 2009; Salen 2007; Steinkuehler, 2010;Torres, 2009)
Game design curricula as a viable method of teaching
complex and collaborative problem solving,
strategizing, systems thinking and emulation of real-
world processes (Barab et al, 2007; Gee, 2003; 2007; Shaffer, Squire, Halverson &
Gee, 2005; Squire, 2008)
Recent traction with national education initiatives and
studies (Project Tomorrow, 2010; US Department of Education, 2010)
17. Media, Simulated and Game-based
Futures
Real-world problems
Social and cultural contexts
Simulated environments
Visual
Collaborative
Blurring of reality/fantasy
49. References
Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York, NY: Palgrave Macmillan.
Gee, J. P. (2007). Good video games + Good learning: Collected essays on video games learning and literacy. New York, NY: Peter Lang.Gee, J. P. (2007).
Kafai, Y. (2006). Playing and making games for learning: Instructional and constructional perspectives for game studies.Ketelhut, D. J., Dede, C., Clarke, J., & Nelson, B. (2006, April). A multi-user virt
environment for building higher order inquiry skills in science. Paper presented at the 2006 AERA Annual
Meeting, San Francisco, CA. Retrieved from http://muve.gse.harvard.edu/rivercityproject/documents/rivercitysympinq1.pdfKlopfer, E., Ostewil S., and Salen K., (2009). Moving learning games
forward: Obstacles, opportunities and openness. Cambridge, MA: The Education Arcade. Project Tomorrow. (2010). Creating our future: Students speak up about their vision for 21st century learning
Speak up 2009 national findings. Irvine, CA: Author. Available from http://www.tomorrow.org/speakup/pdfs/SU09NationalFindingsStudents&Parents.pdf
Squire, K.D. (2005). Changing the Game: What Happens When Video Games Enter the Classroom? Innovate 1(6). doi:10.1.1.101.993Squire, K. D. (2008). Video games and education: Designing learni
systems for an interactive age. Educational Technology, 48(2), 17.Squire, K. D., Giovanetto, L., Devane, B., & Durga, S. (2005). From users to designers: Building a self-organizing game-based learning
environment. Technology Trends, 49(5), 34–42.Squire, K.D. (2006). From content to context: Videogames as designed experiences. Educational Researcher (35) 8: 19-29Squire, K.D. (2011). Video gam
and learning. Teaching and participatory culture in the digital age. Teachers College Press: New York, NYSquire, K., & Jenkins H. (2004). Harnessing the power of games in education. Insight (3) 1, 5-3
Salen, K. (2007). Gaming literacies. Jl. of Educational Multimedia and Hypermedia. 16(3), pp. 301-322.Steinkuehler, C. (September, 2010). Video games and digital literacies. Journal of Adolescent &
Adult Literacy. 54(1). pp. 61-63.
Steinkuehler, C., Alagoz, E., King, E., & Martin, C. (2012). A cross case analysis of two out-of-school programs based on virtual worlds. International Journal of Gaming and Computer Mediated
Simulations (IJGCMS) 4(1), 25-54, January-March 2012.Steinkuehler, C. & King, B. (2009). Digital literacies for the disengaged: Creating after schoolcontexts to support boys’ game-based literacy skill
On the Horizon, 17(1), 47-59.Torres, R. J. (2009). Learning on a 21st century platform: Gamestar Mechanic as a means to game design and systems-thinking skills within a nodal ecology. New York
university: ProQuest Dissertations.
U.S. Department of Education, Office of Instructional Technology (2010). Transforming American education: Learning powered by technology. Washington D.C.
50. Links to resources
ARIS http://arisgames.org/
Edurealms http://edurealms.com/
Kodu http://www.kodugamelab.com/MIT App Inventor
http://appinventor.mit.edu/)
Unity http://unity3d.com/
WowinSchoolWiki http://wowinschool.pbworks.com/w/page/5268731/FrontPage