Handbook of Research on Effective

Electronic Gaming in Education

Editor: Richard E. Ferdig

University of Florida, USA

 

 

an imprint of

 

 

 

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

  1. A Qualitative Meta-Analysis of Computer Games as Learning Tools (Fengfeng Ke, University of Albuquerque, USA)
  2. Games, Claims, Genres & Learning (Aroutis N. Foster & Punya Mishra, Michigan State University, USA)
  3. Massively Multiplayer Online Roleplay Games for Learning (Sara de Freitas, University of Coventry, Mark Griffiths, Nottingham Trent University, UK)
  4. An Investigation of Current Online Educational Games (Yufeng Qian, St. Thomas University, USA)
  5. Augmented Reality Gaming in Education for Engaged Learning (Cathy Cavanaugh, University of Florida, USA) 
  6. Mobility, Games, and Education (Michael A. Evans, Virginia Tech, USA)
  7. Game Interfaces as Bodily Techniques (David Parisi, New York University, USA)
  8. A Window on Digital Games Interactions in Home Settings (Elhanan Gazit, Holon Institute of Technology, Israel)
  9. Enhanced Interaction in Mixed Social Environments (James Oliverio & Dennis Beck, University of Florida, USA)
  10. 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

  1. A Guide to Integrating COTS Games in Your Classroom (Richard Van Eck, University of North Dakota, USA)
  2. Productive Gaming and the Case for Historiographic Game Play (Shree Durga and Kurt Squire, University of Wisconsin-Madison, USA)
  3. Game-Based Historical Learning (Erik Malcolm Champion, University of New South Wales, Australia)
  4. 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)
  5. Video Games, Reading, and Transmedial Comprehension (Brock Dubbels, University of Minnesota, USA)
  6. 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)
  7. Teacher Gamers Versus Teacher Non-gamers (Christopher L. James, Russellville City Schools, Vivan H. Wright, University of Alabama, USA)
  8. Using online simulation to engage users in an authentic learning environment (Brian Ferry & Lisa Kervin, University of Wollongong, Australia)
  9. Preservice Computer Teachers as 3D Educational Game Designers (Zahide Yildirim & Eylem Kilic, Middle East University)
  10. 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

  1. Online Games as Powerful Food Advertising to Children (Richard T. Cole, Michigan State University, Elizabeth Taylor Quilliam, West Virginia University)
  2. Changing Health Behavior through Games (Erin Edgerton, Centers for Disease Control and Prevention)
  3. An Overview of Using Electronic Games for Health Purposes (Wei Peng & Ming Liu, Michigan State University)
  4. Massively Multi-Player Online Role Playing Games (MMORPGS) and Foreign Language Education (Yong Zhao and Chun Lai, Michigan State University). 
  5. A videogame, a Chinese otaku, and her deep learning of a language (Kim Feldmesser)
  6. Developing a Serious Game for Police Training (Ahmed BinSubaih, Steve Maddock, & Daniela Romano, University of Sheffield)
  7. Game-Based Learning in Design History (Barbara Martinson & Sauman Chu, University of Minnesota)
  8. A Policy Game in a Virtual World (Martha Garcia-Murillo & Ian MacInnes, Syracuse University)
  9. Teaching OOP and COP Technologies via Gaming (Chong-wei Xu, Kennesaw State University)
  10. Using Games to Teach Design Patterns and Computer Graphics (Pollyana Notargiacomo Mustaro, Luciano, Silva, Ismar Frango Silveira, Universidade Presbiteriana Mackenzie)
  11. A 3D Environment for Exploring Algebraic Structure and Behavior (Paul A Fishwick & Yuna A. Park, University of Florida)
  12. Surviving the Game (Linda van Ryneveld, Tshwane University of Technology)

 

I.  Educational Gaming Research Tools and Methods

  1. Wag the Kennel:  Games, Frames, and the problem of Assessment (David William Shaffer, University of Wisconsin-Madison)
  2. Character Attachment in games as Moderator for Learning (Melissa L. Lewis, Michigan State University, René Weber, University of California Santa Barbara)
  3. Visual Analysis of Avatars in Gaming Environments (Joseph C. DiPietro & Erik W. Black, University of Florida)
  4. Interpreting Gameplay through Existential Ludology (Matthew Thomas Payne, University of Texas at Austin)
  5. On Choosing Games and What Counts as a “Good” Game (Katrin Becker & James R. Parker, University of Calgary)
  6. 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

  1. Designing a Computational Model of Learning (David Gibson, CurveShift, Inc.)
  2. Social Psychology and Massively Multiplayer Online Learning Games (Clint Bowers, Peter A. Smith, Jan Cannon-Bowers, University of Central Florida)
  3. Evaluating and Managing Cognitive Load in Games (Slava Kalyuga, University of New South Wales, Jan Plass, New York University)
  4. Self-Regulated Learning in Video Game Environments (Nicholas Zaparyniuk, Jillianne R. Code, Simon Fraser University)
  5. (Self-) Educational Effects of Computer Gaming Cultures (Johannes Fromme, Benjamin Jőrissen, Alexander Unger, University of Magdeburg)
  6. Experience, cognition and video game play (Meredith DiPietro, University of Florida)
  7. 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)
  8. Development, Identity, and Game-Based Learning (Yam San Chee & Kenneth Y T Lim, Nanyang Technological University)
  9. Play Styles and Learning (Carrie Heeter, Michigan State University)
  10. Playing Roles in the MMORPG Kingdom of Loathing (Martin Oliver, University of London)
  11. 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

  1. Learning Processes and Violent Video Games (Edward L. Swing, Douglas A. Gentile, & Craig A. Anderson, Iowa State University)
  2. Harnessing the Emotional Potential of Video Games (Patrick Felicia & Ian Pitt, University College of Cork)
  3. Gamers, Gender, and Representation (Diane Carr & Caroline Pelletier, University of London)
  4. Gender and Racial Stereotypes in Popular Video Games (Yi Mou and Wei Peng, Michigan State University)
  5. Can the Subaltern Play and Speak or Just be Played With?  (David J. Leonard, Washington State University)
  6. Culturally Responsive Games and Simulations (Colleen Swain, University of Florida)
  7. Saving Worlds with Videogame Activism (Robert Jones, New York University)

 

L.  Educational Game Design

  1. Conceptual Play Spaces (Sasha Barab, Adam Ingram-Goble, Indiana University, & Scott Warren, University of North Texas)
  2. The Design, Play, and Experience Framework (Brian M. Winn, Michigan State University)
  3. Revealing New Hidden Curriculum and Pedagogy of Digital Games (Youngkyun Baek, Korea National University of Education)
  4. Game Design as a Compelling Experience (Wei Qiu and Yong Zhao, Michigan State University)
  5. Gaming Ethics, Rules, Etiquette and Learning (Laurie N. Taylor, University of Florida)
  6. Designing Games-Based Embedded Authentic Learning Experiences (Penny de Byl, University of Southern Queensland)
  7. 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)
  8. GaME Design for Intuitive Concept Knowledge (Debbie Denise Reese, Wheeling Jesuit University)
  9. Leveraging the Affordances of an Electronic Game to Meet Instructional Goals (Yuxin Ma, Douglas Williams, Charles Richard, Louise Prejean, Uniersity of Louisiana at Lafayette)
  10. Instructional Game Design Using Cognitive Load Theory (Wenhao David Huang, University of Illinois Urbana-Champaign, Tristan Johnson, Florida State University)
  11. Motivation, Learning, and Game Design (Mahboubeh Asgari & David Kaufman, Simon Fraser University)
  12. Designing Games for Learning (Scott J. Warren & Mary Jo Dondlinger, University of North Texas)
  13. Interaction with MMOGs and Implications for E-Learning Design (Panagiotis Zaharias, University of the Aegean, Anthony Papargyris, Athens University of Economics and Business)
  14. Narrative Development and Instructional Design (Douglas Williams, Yuxin Ma, Charles Richard, Louise Prejean, University of Louisiana-Lafayette)
  15. 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)
  16. Videogame Creation as a Learning Experience for Teachers and Students (Leanna Madill and Kathy Sanford, University of Victoria)

 

M.  The Future of Educational Gaming

  1. The Future of Digital Game-Based Learning (Brian Magerko, Georgia Institute of Technology)
  2. Artists in the Medium (Kurt Squire, University of Wisconsin-Madison)
  3. The Positive Impact Model in Commercial Games (Rusel DeMaria, DeMaria Studio)
  4. Education and Exploitation off the Virtual Trail to Oregon (Chad M. Harms, Iowa State University)

 

N.  Appendix – Glossary of Terms (Clark Aldrich & Joseph DiPietro)