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Handbook of Research on Effective
Electronic Gaming in Education
Editor: Richard
E. Ferdig
University of Florida, USA
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an imprint
of

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Manuscript Authors
| Reviewers | Editorial Board
Chapter Organization
Handbook of Research on Effective
Electronic Gaming in Education
Edited by Richard E. Ferdig
A.
Intro
& Dedication
B.
Foreward
C. Preface
D. Acknowledgments
E. Reviewer Acknowledgments
F. A Review of Research on Educational Gaming
- A Qualitative Meta-Analysis
of Computer Games as Learning Tools (Fengfeng Ke, University of Albuquerque, USA)
- Games, Claims, Genres &
Learning (Aroutis N. Foster & Punya Mishra, Michigan State University, USA)
- Massively Multiplayer Online
Roleplay Games for Learning (Sara de Freitas, University of Coventry,
Mark Griffiths, Nottingham Trent
University, UK)
- An Investigation of Current
Online Educational Games (Yufeng Qian,
St. Thomas University,
USA)
- Augmented Reality Gaming in
Education for Engaged Learning (Cathy Cavanaugh, University of Florida, USA)
- Mobility, Games, and
Education (Michael A. Evans, Virginia
Tech, USA)
- Game Interfaces as Bodily
Techniques (David Parisi, New York University, USA)
- A Window on Digital Games
Interactions in Home Settings (Elhanan Gazit, Holon Institute of Technology,
Israel)
- Enhanced Interaction in Mixed
Social Environments (James Oliverio & Dennis Beck, University of Florida, USA)
- Electronic Gaming in Germany
as Innovation in Education (Andreas Breiter, University of Bremen, Castulus Kolo, Macromedia University of Applied Sciences, Germany)
G. Educational Gaming in K-12 or Teacher
Education Contexts
- A Guide to Integrating COTS
Games in Your Classroom (Richard Van Eck, University of North
Dakota, USA)
- Productive Gaming and the
Case for Historiographic Game Play (Shree Durga and Kurt Squire, University
of Wisconsin-Madison, USA)
- Game-Based Historical
Learning (Erik Malcolm Champion, University of New South Wales,
Australia)
- The Role of MMORPGS in Social
Studies Education (Phillip J. VanFossen, Purdue University, Adam Friedman, Wake Forest University, Richard Hartshorne, University of North Carolina at
Charlotte, USA)
- Video Games, Reading,
and Transmedial Comprehension (Brock Dubbels, University of Minnesota, USA)
- COTS Computer Game
Effectiveness (Carol Luckhardt Redfield, St. Mary’s University, Diane L. Gaither, Southwest Research Institute, Neil M. Redfield, John Jay Science and Engineering
Academy, USA)
- Teacher Gamers Versus Teacher
Non-gamers (Christopher L. James, Russellville City
Schools, Vivan H. Wright, University
of Alabama, USA)
- Using online simulation to
engage users in an authentic learning environment (Brian Ferry & Lisa
Kervin, University of Wollongong, Australia)
- Preservice Computer Teachers
as 3D Educational Game Designers (Zahide Yildirim & Eylem Kilic, Middle
East University)
- Adolescents Teaching
Videogame Making – Who is the Expert Here? (Kathy Sanford and Leanna
Madill, University of Victoria, Canada)
H. Educational Gaming in Other Learning Contexts
- Online Games as Powerful Food
Advertising to Children (Richard T. Cole, Michigan State
University, Elizabeth Taylor
Quilliam, West Virginia University)
- Changing Health Behavior
through Games (Erin Edgerton, Centers
for Disease Control and Prevention)
- An Overview of Using
Electronic Games for Health Purposes (Wei Peng & Ming Liu, Michigan State
University)
- Massively Multi-Player Online
Role Playing Games (MMORPGS) and Foreign Language Education (Yong Zhao and
Chun Lai, Michigan State
University).
- A videogame, a Chinese otaku,
and her deep learning of a language (Kim Feldmesser)
- Developing a Serious Game for
Police Training (Ahmed BinSubaih, Steve Maddock, & Daniela Romano, University of Sheffield)
- Game-Based Learning in Design
History (Barbara Martinson & Sauman Chu, University of Minnesota)
- A Policy Game in a Virtual
World (Martha Garcia-Murillo & Ian MacInnes, Syracuse University)
- Teaching OOP and COP
Technologies via Gaming (Chong-wei Xu, Kennesaw
State University)
- Using Games to Teach Design
Patterns and Computer Graphics (Pollyana Notargiacomo Mustaro, Luciano,
Silva, Ismar Frango Silveira, Universidade
Presbiteriana Mackenzie)
- A 3D Environment for
Exploring Algebraic Structure and Behavior (Paul A Fishwick & Yuna A.
Park, University of Florida)
- Surviving the Game (Linda van
Ryneveld, Tshwane University of
Technology)
I. Educational Gaming Research Tools and Methods
- Wag the Kennel: Games, Frames, and the problem of
Assessment (David William Shaffer, University
of Wisconsin-Madison)
- Character Attachment in games
as Moderator for Learning (Melissa L. Lewis, Michigan State University, René Weber, University of California Santa Barbara)
- Visual Analysis of Avatars in
Gaming Environments (Joseph C. DiPietro & Erik W. Black, University of Florida)
- Interpreting Gameplay through
Existential Ludology (Matthew Thomas Payne, University of Texas
at Austin)
- On Choosing Games and What
Counts as a “Good” Game (Katrin Becker & James R. Parker, University of Calgary)
- Descriptors of Quality
Teachers and Quality Digital Games (Teddy Moline, University of Alberta)
J. The Psychological Impact of Educational
Gaming (Part 1): Cognition, Learning,
Play, and Identity
- Designing a Computational
Model of Learning (David Gibson, CurveShift,
Inc.)
- Social Psychology and
Massively Multiplayer Online Learning Games (Clint Bowers, Peter A. Smith,
Jan Cannon-Bowers, University of Central Florida)
- Evaluating and Managing
Cognitive Load in Games (Slava Kalyuga, University of New South
Wales, Jan Plass, New York University)
- Self-Regulated Learning in
Video Game Environments (Nicholas Zaparyniuk, Jillianne R. Code, Simon Fraser
University)
- (Self-) Educational Effects
of Computer Gaming Cultures (Johannes Fromme, Benjamin Jőrissen,
Alexander Unger, University of Magdeburg)
- Experience, cognition and
video game play (Meredith DiPietro, University of Florida)
- Intertextuality in Massively
Multiplayer Online Games (P.G. Schrader, University of Nevada, Las Vegas, Kimberly A. Lawless, University of Illinois, Chicago,
and Michael McCreery, University of
Nevada, Las Vegas)
- Development, Identity, and
Game-Based Learning (Yam San Chee & Kenneth Y T Lim, Nanyang Technological University)
- Play Styles and Learning
(Carrie Heeter, Michigan State
University)
- Playing Roles in the MMORPG Kingdom of Loathing (Martin Oliver, University of London)
- Exploring Personal Myths from
the Sims (Vasa Buraphadeja & Kara Dawson,
University of Florida)
K. The Psychological Impact of Educational
Gaming (Part 2): Violence, Emotion,
Race, Gender, and Culture
- Learning Processes and
Violent Video Games (Edward L. Swing, Douglas A. Gentile, & Craig A.
Anderson, Iowa State University)
- Harnessing the Emotional
Potential of Video Games (Patrick Felicia & Ian Pitt, University College
of Cork)
- Gamers, Gender, and
Representation (Diane Carr & Caroline Pelletier, University of London)
- Gender and Racial Stereotypes
in Popular Video Games (Yi Mou and Wei Peng, Michigan State
University)
- Can the Subaltern Play and
Speak or Just be Played With?
(David J. Leonard, Washington State
University)
- Culturally Responsive Games
and Simulations (Colleen Swain, University of Florida)
- Saving Worlds with Videogame Activism
(Robert Jones, New York University)
L. Educational Game Design
- Conceptual Play Spaces (Sasha
Barab, Adam Ingram-Goble, Indiana
University, & Scott
Warren, University of North Texas)
- The Design, Play, and
Experience Framework (Brian M. Winn, Michigan State
University)
- Revealing New Hidden
Curriculum and Pedagogy of Digital Games (Youngkyun
Baek, Korea
National University
of Education)
- Game Design as a Compelling
Experience (Wei Qiu and Yong Zhao,
Michigan State University)
- Gaming Ethics, Rules, Etiquette
and Learning (Laurie N. Taylor, University of Florida)
- Designing Games-Based
Embedded Authentic Learning Experiences (Penny de Byl, University of Southern Queensland)
- Bridging Game Development and
Instructional Design (James Belanich, U.S.
Army Research Institute for the Behavioral and Social Sciences, Karin
A. Orvis, Old Dominion University,
Daniel B. Horn, Jennifer L. Solberg, U.S.
Army Research Institute for the Behavioral and Social Sciences)
- GaME Design for Intuitive
Concept Knowledge (Debbie Denise Reese, Wheeling Jesuit
University)
- Leveraging the Affordances of
an Electronic Game to Meet Instructional Goals (Yuxin Ma, Douglas
Williams, Charles Richard, Louise Prejean, Uniersity of Louisiana at Lafayette)
- Instructional Game Design
Using Cognitive Load Theory (Wenhao David Huang, University of Illinois
Urbana-Champaign, Tristan Johnson, Florida State
University)
- Motivation, Learning, and
Game Design (Mahboubeh Asgari & David Kaufman, Simon Fraser
University)
- Designing Games for Learning
(Scott J. Warren & Mary Jo Dondlinger, University of North Texas)
- Interaction with MMOGs and
Implications for E-Learning Design (Panagiotis Zaharias, University of the Aegean, Anthony
Papargyris, Athens University of Economics and Business)
- Narrative Development and
Instructional Design (Douglas Williams, Yuxin Ma, Charles Richard, Louise
Prejean, University of
Louisiana-Lafayette)
- Children as Critics of
Educational Computer Games Design by Other Children (Lloyd P. Rieber, University of Georgia,
Joan M. Davis, University
of Washington, Michael J.
Matzko, United
States
Navy, Michael M. Grant, University of Memphis)
- Videogame Creation as a
Learning Experience for Teachers and Students (Leanna Madill and Kathy
Sanford, University of Victoria)
M. The Future of Educational Gaming
- The Future of Digital Game-Based
Learning (Brian Magerko, Georgia
Institute of Technology)
- Artists in the Medium (Kurt
Squire, University of
Wisconsin-Madison)
- The Positive Impact Model in
Commercial Games (Rusel DeMaria, DeMaria
Studio)
- Education and Exploitation
off the Virtual Trail to Oregon (Chad M. Harms, Iowa State
University)
N. Appendix – Glossary of Terms (Clark Aldrich
& Joseph DiPietro)