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Games and Learning (redirected from Games and Education)

Page history last edited by Joanna Postlethwaite 10 years, 9 months ago




Motivational Effect of Gaming

F.C. Blumberg (2000), 'The Effects of Children's Goals for Learning on Video Game Performance' Journal of Applied Developmental Psychology


M.R. Lepper, T.W. Malone (1987), ‘Intrinsic motivation and instructional effectiveness in computer-based education’ in R.E. Snow, M.J. Farr (Eds.), Conative and affective process analysis, Lawrence Erlbaum Associates Inc, Hillsdale (1987), pp. 255–286.


Reinecke, L. (2009). Games at work: The recreational use of computer games during work hours. Cyberpsychology & Behavior, 12 (4)



Educational Uses


Measuring Effectiveness/Engagement 


Girard, C., Ecalle, J. and Magnan, A. (2013), Serious games as new educational tools: how effective are they? A meta-analysis of recent studies. Journal of Computer Assisted Learning, 29: 207–219.


W.H. Huang (2011), 'Evaluating learners’ motivational and cognitive processing in an online game-based learning environment' Computers in Human Behaviour.


Fu-Hsing Tsai, Kuang-Chao Yu and Hsien-Sheng Hsiao (2012), 'Exploring the Factors Influencing Learning Effectiveness in Digital Game-based Learning'. Educational Technology & Society, 15 (3)


H. van der Mejj, H. Leemkuil, J.L. Li (2013). 'Does individual or collaborative self-debriefing better enhance learning from games?' Computers in Human Behaviour.


Rebecca Reynolds and Idit Harel Caperton (2011), 'Contrasts in student engagement, meaning-making, dislikes, and challenges in a discovery-based program of game design learning', Educational Technology Research and Development.


Schroeder, A., Minocha, S. and Schneider, C. (2010), 'The strengths, weaknesses, opportunities and threats of using social software in higher and further education teaching and learning'. Journal of Computer Assisted Learning, 26: 159–174.


N. Whitton (2011), 'Game Engagement Theory and Adult Learning' Simulation and Gaming 42:5.


P. Wouters and E.D. van der Spek (2013), 'A Meta-Analysis of the Cognitive and Motivational Effects of Serious Games'. Journal of Educational Psychology.


P. Wouters, E.D. van der Spek, H.V. Oostendorp (2011), 'Measuring learning in serious games: a case study with structural assessment'. Educational Technology Research and Development 59:6. 




Johannes S. Breuer, Gary Bente (2010),Why so serious? On the relation of serious games and learning’ Eludamos. Journal for Computer Game Culture, Vol 4, No 1 (2010)


Jonathan Belman, Mary Flanagan (2010), Exploring the Creative Potential of Values Conscious Game Design: Students’ Experiences with the VAP Curriculum, Eludamos. Journal for Computer Game Culture, Vol 4, No 1


J.S. Brown (2006), New learning environments for the 21st century: Exploring the edge, Change, 38 (5) (2006), pp. 18–24.


D. Burgos, C. Tattersall, R. Koper (2007), 'Re-purposing existing generic games and simulations for e-learning' Computers in Human Behaviour.


Z. Cemalcilar, Z. Tanes (2005), 'Educational aspects of computer games', Report submitted to Open Society Institute Assistance Foundation. Istanbul, Turkey.


D. Charsky (2012), ‘From Edutainment to Serious Games: A Change in the Use of Game Characteristics’ Games and Culture 5:2


Collins, A. and Halverson, R. (2010), The second educational revolution: rethinking education in the age of technology. Journal of Computer Assisted Learning, 26: 18–27


J. Condry, D. Keith (1983), 'Educational and Recreational Uses of Computer Technology: Computer Instruction and Video Games' Youth & Society.


'Connected Learning: An Agenda for Research and Design' (2013). Digital Media and Learning Research Hub.)


S. De Freitas (2006), 'Learning in immersive worlds: A review of game-based learning'. Joint Information Systems Committee

K.L. Dean et al. (2000), 'Virtual Explorer: Interactive Virtual Environment for Education' Presence.


K. Facer, R. Joiner, D. Stanton, J. Reid, R. Hull, D. Kirk (2005) 'Savannah: Mobile gaming and learning?', Journal of Computer Assisted Learning 20, 399-409.


R. E. Ferdig (Ed.) (2009), Handbook of research on effective electronic gaming in education.


Games-to-Teach Team (2003). 'Design principles of next-generation digital gaming for education', Educational Technology 43.


J.P. Gee (2007), 'Being a Lion and Being a Soldier: Learning and Games'


J.P Gee (2009), 'Cats and Portals: Video Games, Learning and Play'


J.P. Gee (2009), 'Deep Learning Properties of Good Digital Games: How Far Can They Go?', Theories and Mechanisms: Serious Games for Learning. Routledge, Taylor and Francis.


J.P. Gee (2013), 'Digital Media and Learning: A Prospective Retrospective'


J.P. Gee (2008), 'Informal learning: Rediscovering the natural pathways that inspire innovation and performance'


J.P. Gee (2005), 'Good Video Games and Good Learning'


J.P. Gee (2008), 'Literacy, Video Games and Popular Culture'


J. P. Gee (2005), 'Pleasure, Learning, Video Games, and Life', E-Learning 2.3


J.P. Gee (2009), 'Surmise the Possibilities: Portal to a Game-Based Theory of 21st Century Learning'


J.P Gee (2009), 'Reading, Language Development, Video Games and Learning in the 21st Century'


J.P. Gee (2009), 'TV Guidance: Educators should embrace… TV and Video Games'


J.P. Gee (2005), ‘Learning by design: good video games as learning machines’, E-Learning, 2 (1) (2005), pp. 5–16.


Grant, L. (2011), ‘I'm a completely different person at home’: using digital technologies to connect learning between home and school. Journal of Computer Assisted Learning, 27: 292–302.


Green C. S., Pouget A., Bavelier D. (2010). A general mechanism for learning with action video games: improved probabilistic inference. Curr. Biol. 20, 1573–1579.


F. de Grove (2012), 'Digital games in the classroom? A contextual approach to teachers’ adoption intention of digital games in formal education' Computers in Human Behaviour.


C. Harteveld, G. Bekebrede (2011), 'Learning in Single-Versus Multiplayer Games: The More the Merrier?' Simulation and Gaming 42:1.


Hayes, E.R. & Gee, J.P (2010), Women as Gamers: The Sims and 21 st Century Learning.


Elizabeth Hayes, James Paul Gee (2009), 'Popular Culture as a Public Pedagogy'


J. Kirriemuir (2002), A survey of the use of computer and video games in classrooms. Internal Report for BECTA (British Educational Communications and Technology Agency).


J. Kirriemuir, A. McFarlane (2004), Literature review on games and learning. NESTA Future lab series, Report no 8. 


Klopfer, E., Sheldon, J., Perry, J. and Chen, V. H.-H. (2012), Ubiquitous games for learning (UbiqGames): Weatherlings, a worked example. Journal of Computer Assisted Learning, 28: 465–476. 


S. Johnson (2006). Everything bad is good for you: How today’s popular culture is actually making us smarter.


D. H. Jonassen (Ed.) (1996), Handbook of research for educational communications and technology: A project of the associa­tion for educational communications and technology. New York: Macmillan.


P. G. Lange (2011), ‘Learning Real-Life Lessons From Online Games’, Games and Culture 6:1.


Yu-Hao Lee, Carrie Heeter, Brian Magerko, and Ben Medler (2012). 'Gaming Mindsets: Implicit Theories in Serious Game Learning.' Cyberpsychology, Behavior, and Social Networking 15(4): 190-194


D.A. Lieberman (2006), ‘What can we learn from playing interactive games?' in P. Vorderer, J. Bryant (Eds.), Playing video games: Motives, responses, and consequences, Lawrence Erlbaum Associates, Mahwah, New Jersey.


T.M. Malaby (2007) 'Beyond Play: A New approach to games', Games and Culture 2:2.


J. Moizer and J. Lean (2010), 'Toward Endemic Deployment of Educational Simulation Games: A Review of Progress and Future Recommendations', Simulation and Gaming 41:1.


S. Mumtaz (2001), Children's enjoyment and perception of computer use in the home and the school, Computers and Education, 36, pp. 347–362.


M. Peterson (2010), 'Computerized Games and Simulations in Computer-Assisted Language Learning: A Meta-Analysis of Research' Simulation and Gaming 41:1.


M. Prensky (2001), Digital game-based learning, McGraw-Hill, New York (2001)


M. Prensky (2006), Don't bother me mom—I'm learning!, Paragon House, St. Paul, MN (2006)


A. Ravenscroft (2007), 'Promoting thinking and conceptual change with digital dialogue games', Journal of Computer Assisted Learning.


L.P. Rieber (1996), ‘Seriously considering play: designing interactive learning environments based on the blending of microworlds, simulations, and games’ Educational Technology Research and Development, 44 (2), pp. 43–58.


M. Roussos, A. Johnson et al. (1999), 'Learning and Building Together in an Immersive Virtual World', Presence.

K. Salen, E. Zimmerman (2007). 'How Computer Games Help Children Learn' in K. Salen (Ed.), The Ecology of Games, pp. 21–40.


C. Schrader, T.J. Bastiaens (2012), 'The influence of virtual presence: Effects on experienced cognitive load and learning outcomes in educational computer games' Computers in Human Behaviour.


Henrik Schoenau-Fog (2012), ‘Teaching Serious Issues through Player Engagement in an Interactive Experiential Learning Scenario’ Eludamos. Journal for Computer Game Culture, Vol 6, No 1 (2012)


Selwyn, N. (2010), 'Looking beyond learning: notes towards the critical study of educational technology'. Journal of Computer Assisted Learning, 26: 65–73.


J. Simoes, R.D. Redondo, A.F. Vilas (2013) 'A social gamification framework for a K-6 learning platform' Computers in Human Behaviour.


D.W. Shaffer, K.R. Squire, R. Halverson, J.P. Gee (2004), 'Video Games and the Future of Learning'


Shaffer, D. W. (2006). How computer games help children learn. New York: Palgrave.


A.A. diSessa, (2000) Changing Minds: Computers, Learning and Literacy.


B.E. Shelton (2011), 'Aligning game activity with educational goals: following a constrained design approach to instructional computer games'. Educational Technology Research and Development 59:1.


V.J. Shute, M. Ventura, M.I. Bauer, D. Zapata-Rivera (2009), ‘Melding the power of serious games and embedded assessment to monitor and foster learning: flow and grow’ in U. Ritterfeld, M. Cody, P. Vorderer (Eds.), Serious games: Mechanisms and effects, Routledge, Taylor and Francis, Mahwah, NJ, pp. 295–321.


Sitzmann, T. (2010) 'A meta-analytic examination of the instructional effectiveness of computer-based simulation games'. Personnel Psychology.


Steinkuehler, C. (2008). 'Massively multiplayer online games as an educational technology: An outline for

research'. Educational Technology, 48(1), 10–21.


Steinkuehler CA (2004) 'Learning in massively multiplayer online games'


Constance Steinkuehler and Sean Duncan, 'Scientific Habits of Mind in Virtual Worlds', Journal of Science Education and Technology Vol 16 Issue 6.


K. Squire, H. Jenkins (2004) 'Harnessing the power of games in education', Insight 3:1.


K.R. Squire (2005), ‘Changing the game: What happens when video games enter the classroom?’ Innovate, 1 (6) (2005)


Z. Tanes, Z. Cemalcilar (2010), 'Learning from SimCity: An empirical study of Turkish adolescents' Journal of Adolescence 33:5.


Z. Tanes, H. Cho (2013), 'Goal setting outcomes: Examining the role of goal interaction in influencing the experience and learning outcomes of video game play for earthquake preparedness' Computers in Human Behaviour.


P. Wankat, F. Oreovicz (2005), 'Gaming the curriculum', American Society for Engineering Education, Prism, 15 (1).


Specific Disciplines


P.C. Adams (1998), Teaching and learning with SimCity 2000, Journal of Geography, 97 (2) (1998), pp. 47–55.


P. Backlund et al. (2010), 'Games for traffic education: An experimental study of a game-based driving simulator' Simulation and Gaming 41:2. 


B.D. Coller, M.J. Scott (2009), ‘Effectiveness of using a video game to teach a course in mechanical engineering’, Computers & Education, 53 (3) (2009), pp. 900–912.


Hutton, E. & Sundar, S.S. (2010). Can video games enhance creativity? Effects of emotion generated by Dance Dance Revolution. Creativity Research Journal, 22 (3)


K. Kee (2011), 'Computerized History Games: Narrative Options' Simulation and Gaming 42:4.


Lazarou, D. (2011), 'Using Cultural-Historical Activity Theory to design and evaluate an educational game in science education'. Journal of Computer Assisted Learning, 27: 424–439.


M.M.T. Rodrigo (2011), 'Dynamics of Student Cognitive-Affective Transitions During a Mathematics Game' Simulation and Gaming 42:1.


M.V. Schneider (2012), 'Teaching the Fundamentals of Biological Data Integration Using Classroom Games' PLoS ONE.




Alhabash, S. E., & Wise, K. (2012). PeaceMaker: Changing students’ attitudes toward Palestinians and Israelis through video game play. International Journal of Communication, 6

- Gameplay footage


R. Brynen, G. Milante (2013), 'Peacebuilding With Games and Simulations' Simulation and Gaming 44:1.


A. Lenhart, J. Kahne, E. Middaugh, A.R. Macgill, C. Evans, J. Vitak (2008), 'Teens, video games and civics'. Pew Internet and American Life Project and MacArthur Foundation, Washington, DC


D. Lobo (2004), Playing with urban life: How SimCity influences planning culture. Technology and Cities, 6.


C. Raphael et al. (2010), ‘Games for Civic Learning: A Conceptual Framework and Agenda for Research and Design’, Games and Culture 5:2.


Williams, D. (2006). 'Groups and goblins: The social and civic impact of an online game'. Journal of Broadcasting & Electronic Media, 50(4), 651–670.



Game technological and media literacy 


Bogost, I. (2008). 'The rhetoric of video games.' In K. Salen (Ed.), The ecology of games: Connecting youth, games, and learning (pp. 117–140).


Buckingham, D., & Burn, A. (2007). 'Game literacy in theory and practice'. Journal of Educational Multimedia and Hypermedia, 16(3), 323–349.


Harel Caperton, I. (2010). Toward a theory of game-media literacy: Playing and building as reading and writing. International Journal of Gaming and Computer-Mediated Simulations, 2(1),


Chen, M. (2009b). Visualization of expert chat development in a World of Warcraft player group. E-Learning, 6(1), 54–70.


Delwiche, A. (2010). 'Media literacy 2.0: Unique characteristics of video games.' In K. Tyner (Ed.), Media literacy: New agendas in communication. New York: Routledge.


K.I. Erickson (2010), 'Striatal Volume Predicts Level of Video Game Skill Acquisition' Cerebral Cortex 20:11.


Patricia M. Greenfield, Craig Brannon, David Lohr (1994), 'Two-dimensional representation of movement through three- dimensional space: The role of video game expertise' Journal of Applied Developmental Psychology.


Hsu, H.-Y., & Wang, S.-K. (2009). 'Using gaming literacies to cultivate new literacies'. Simulation & Gaming,

41(3), 400–417.


Klimmt, C. (2009). Key dimensions of contemporary video game literacy: Towards a normative model of the com­petent digital gamer. Eludamos: Journal for Computer Game Culture, 3(1), 23–31.


Partington, A. (2010). 'Game literacy, gaming cultures and media education'. English Teaching: Practice and Critique, 9(1), 73–86.

Salen, K. (2007). Gaming literacies: A game design study in action. Journal of Educational Multimedia and Hyper­media, 16(3), 301–322.


Steinkuehler CA (2008) 'Cognition and literacy in massively multiplayer online games’, Handbook of Research on New Literacies.


Steinkuehler CA (2007), 'Massively Multiplayer online gaming as a constellation of literacy practices' in B. E. Shelton, D. A. Wiley (eds.), Educational Design & Use of Computer Simulation Games, 181–208


Steinkuehler CA (2006), 'Massively Multiplayer online Videogaming as participation in a discourse', Mind Cult Act 13.


Steinkuehler, C., & Johnson, B. Z. (2009). 'Computational literacy in online games: The social life of a mod.'

The International Journal of Gaming and Computer Mediated Simulations, 1(1), 53–65.



Squire, K. D. (2008). 'Video-game literacy: A literacy of expertise'. In J. Coiro, M. Knobel, C. Lankshear, & D. Leu (Eds.), Handbook of research on new literacies (pp. 635–669). New York: Erlbaum


Walsh, C. (2010). 'Systems-based literacy practices: Digital games research, gameplay and design'. Aus­tralian Journal of Language and Literacy, 33(1), 24–40.


Zagal, J. P. (2010). Ludoliteracy: Defining, understanding, and supporting games education. Pittsburgh: ETC.



Video Games as Distraction from Education


Anand, V. (2007). A study of time management: The correlation between video game usage and academic performance markers. CyberPsychology & Behavior


Ventura, M., Shute, V., & Kim, Y. J. (2012). Video gameplay, personality and academic performance. Computers & Education , 58 (4)


M. Wallenius, A. Rimpela, et al. (2009), 'Digital game playing motives among adolescents: Relations to parent–child communication, school performance, sleeping habits, and perceived health' Journal of Applied Developmental Psychology

R. Weis and B. C. Cerankosky (2010), 'Effects of Video-Game Ownership on Young Boys’ Academic and Behavioral Functioning' Psychological Science.




[NB recreational games] F.C. Blumberg, J.D. Randall (2013), 'What do children and adolescents say they do during video game play?' Journal of Applied Developmental Psychology


T. Karakus, Y. Inal, K. Cagiltay (2008), 'A descriptive study of Turkish high school students' game-playing characteristics and their considerations concerning the effects of games', Computers in Human Behavior, 24.


R.T. Thomas, J. Cahill, L. Santini (1997), Using an interactive computer game to increase skill and self-efficacy regarding safer sex negotiation: Field test results, Health Education and Behavior, 24 (1) (1997), pp. 71–86.


A.E. Richardson et al. (2011), 'Video game experience predicts virutal but not real navigation performance'. Computers in Human Behaviour 27.


[Interaction with video games] Steinkuehler CA (2006) 'The Mangle of Play', Games Cult 1 (3)


L.P. Rieber, M. Smith, S. Al-Ghafry, B. Stickland, G. Chu, F. Spahi (1996), ’The role of meaning in interpreting graphical and textual feedback during a computer-based simulation’, Computer Education, 27 (1) (1996), pp. 45–58.


J. Wolfe, D. Crookall (1998), Developing a scientific knowledge of simulation/gaming, Simulation and Gaming, 29 (1) (1998), pp. 7–19.


·         S. Miklaucic (2002), Virtual real(i)ty: SimCity and the production of urban cyberspace. Game Research. Retrieved June 2, 2006 from  http://www.game-research.com/art_simcity.asp (2002)

·         A. Lenhart, J. Kahne, E. Middaugh, A.R. Macgill, C. Evans, J. Vitak (2008), Teens, video games and civics. Pew Internet and American Life Project and MacArthur Foundation, Washington, DC (2008)

·         D. Lobo (2004), Playing with urban life: How SimCity influences planning culture. Technology and Cities, 6 (2004, October) Retrieved March 17, 2006 from Next American City Website: http://www.americancity.org/article.php?id_article=21


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