Combined+Citations+and+Stuff

=Please, do not delete this page as it has comments to papers.= =Also, if you have done a new search, do not add new lit.sources here (as we are eliminating duplicates and all these references were already copied into a new database).= Thanks! Masha = = =Breadcrumb and personal contacts (follow up method) produced the following additions:= Link to Playgen's "definitive bibliography" of references at [] 2009 Science article summarizing results on STEM content: Mayo, M. J. (200). Video Games: A Route to Large-Scale STEM Education?Science (323), 79-82. (pdf in our list) = = =Citations found via...= =PsychINFO:=


 * Used Search Terms:**
 * education, game, role, play - 150 Results found**

Kangas, M. (2010). Creative and playful learning: Learning through game co-creation and games in a playful learning environment. //Thinking Skills and Creativity//, //5//(1), 1-15. doi:10.1016/j.tsc.2009.11.001.

de Freitas, S., Rebolledo-Mendez, G., Liarokapis, F., Magoulas, G., & Poulovassilis, A. (2010). Learning as immersive experiences: Using the four-dimensional framework for designing and evaluating immersive learning experiences in a virtual world. British Journal of Educational Technology, 41(1), 69-85. doi:10.1111/j.1467-8535.2009.01024.x.

Moizer, J., Lean, J., Towler, M., & Abbey, C. (2009). Simulations and games: Overcoming the barriers to their use in higher education. //Active Learning in Higher Education//, //10//(3), 207-224. doi:10.1177/1469787409343188.

Tao, Y., Cheng, C., & Sun, S. (2009). What influences college students to continue using business simulation games? The Taiwan experience. //Computers & Education//, //53//(3), 929-939. doi:10.1016/j.compedu.2009.05.009.

Hromek, R., & Roffey, S. (2009). Promoting social and emotional learning with games: “It’s fun and we learn things”. //Simulation & Gaming//, //40//(5), 626-644. doi:10.1177/1046878109333793.

Karwowski, M., & Soszynski, M. (2008). How to develop creative imagination? Assumptions, aims and effectiveness of Role Play Training in Creativity (RPTC). //Thinking Skills and Creativity//, //3//(2), 163-171. doi:10.1016/j.tsc.2008.07.001.

Wall, J., & Ahmed, V. (2008). Use of a simulation game in delivering blended lifelong learning in the construction industry--Opportunities and challenges. //Computers & Education//, //50//(4), 1383-1393. doi:10.1016/j.compedu.2006.12.012.

Kebritchi, M. (2008). Effects of a computer game on mathematics achievement and class motivation: An experimental study. //Dissertation Abstracts International Section A//, 69, Retrieved from PsycINFO database.

Sharritt, M. (2008). Students' use of social and cognitive affordances in video game play within educational contexts: Implications for learning. //Dissertation Abstracts International Section A//, 69, Retrieved from PsycINFO database.

Schmall, V., Grabinski, C., & Bowman, S. (2008). Use of games as a learner-centered strategy in gerontology, geriatrics, and aging-related courses. //Gerontology & Geriatrics Education//, //29//(3), 225-233. doi:10.1080/07399330802359443.

de Freitas, S., & Griffiths, M. (2007). Online gaming as an educational tool in learning and training. //British Journal of Educational Technology//, //38//(3), 535-537. doi:10.1111/j.1467-8535.2007.00720.x.

Salen, K. (2007). Gaming literacies: A game design study in action. //Journal of Educational Multimedia and Hypermedia//, //16//(3), 301-322. Retrieved from PsycINFO database.

Kebritchi, M., Hirumi, A., & Bai, H. (2010). The effects of modern mathematics computer games on mathematics achievement and class motivation. //Computers & Education//, //55//(2), 427-443. doi:10.1016/j.compedu.2010.02.007.

Howell, K. (2005). Immune attack: Building biologically based immune system simulations for education and training. //Annual Review of CyberTherapy and Telemedicine//, //3//59-63. Retrieved from PsycINFO database.

Robertson, J., & Good, J. (2003). Using a Collaborative Virtual Role-Play Environment to Foster Characterisation in Stories. //Journal of Interactive Learning Research//, //14//(1), 5-29. Retrieved from PsycINFO database.

Kashibuchi, M., & Sakamoto, A. (2001). The educational effectiveness of a simulation/game in sex education. //Simulation & Gaming//, //32//(3), 331-343. doi:10.1177/104687810103200304.

Kafai, Y. (1998). Video game designs by girls and boys: Variability and consistency of gender differences. //From Barbie to Mortal Kombat: Gender and computer games// (pp. 90-114). Cambridge, MA US: The MIT Press. Retrieved from PsycINFO database.

Kafai, Y. (1995). //Minds in play: Computer game design as a context for children's learning//. Hillsdale, NJ England: Lawrence Erlbaum Associates, Inc. Retrieved from PsycINFO database.

Using Search Terms: gaming, achievement, learning Found 49 results; 15 relevant

Falloon, G. (2010). Using avatars and virtual environments in learning: What do they have to offer? //British Journal of Educational Technology//, 41(4), 108-122.

Howard-Jones, P.A. & Demetriou, S. (2009). Uncertainty and engagement with learning games. //Instructional Science,// 37(6), 519-536.

Skoric, M.M., Teo, L.L.C. & Neo, R.L. (2009). Children and video games: Addiction, engagement, and scholastic achievement. //CyberPsychology & Behavior,// 12(5), 567-572.

Moreno-Ger, P., Burgos, D. & Torrente, J. (2009). Digital games in eLearning environments: Current uses and emerging trends. //Simulation & Gaming,// 40(5), 669-687.

Kim, B., Park, H., & Baek, Y. (2009). Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning. //Computers & Education//, 52(4), 800-810.

Ke, F. (2008). A case study of computer gaming for math: Engaged learning from gameplay? //Computers & Education//, 51(4), 1609-1620.

Kearney, P. & Pivec, M. (2007). Sex, lies, and video games. //British Journal of Educational Technology,// 38(3), 489-501).

Cameron, B. & Dwyer, F. (2005). The effect of online gaming, cognition and feedback type in facilitating delayed achievement of different learning objectives. //Journal of Interactive Learning Research,// 16(3), 243-258.

Herz, B. & Merz, W. (1998). Experiential learning and the effectiveness of economic simulation games. //Simulation & Gaming//, 29(2), 238-250.

Petranek, C. (1994). A maturation in experiential learning: Principles of simulation and gaming. //Simulation & Gaming,// 25(4), 513-523.

Whiteley, T.R., Faria, A.J. (1989). A study of the relationship between student final exam performance and simulation game participation. //Simulation & Games//, 20(1), 44-64.

Soniat, L.M. (1993). The effect of instructional videos and simulation-gaming activities in the environmental science curriculum on knowledge and attitudes. //Dissertation Abstracts International,// 53(12-A), 4194-4195.

Spraggins, C.C., Rowsey, R.E. (1986). The effect of simulation games and worksheets on learning of varying ability groups in a high school biology classroom. //Journal of Research in Science Teaching//, 23(3), 219-229.

Liao, T.T. (1983). Using computer simulations to integrate learning. //Simulation & Games,// 14(1), 21-28.

<span style="border: 1pt none windowtext; color: #333333; font-family: Tahoma,sans-serif; font-size: 9pt; line-height: 13px; padding: 0in;">Annetta, L.A. et al. (2009). Investigating the impact of video games on high school students’ engagement and learning about genetics. //Computers & Education,// 53(1), 74-85.


 * Used Search Terms:**


 * Education, Video Games, Learning, Students**

<span style="display: block; font-family: tahoma,Arial,Helvetica,sans-serif; margin: 0px; padding: 0px;">McLafferty, E., Dingwall, L., & Halkett, A. (2010). Using gaming workshops to prepare nursing students for caring for older people in clinical practice. //International Journal of Older People Nursing//, //5//(1), 51-60. doi:10.1111/j.1748-3743.2009.00176.x.

<span style="display: block; font-family: tahoma,Arial,Helvetica,sans-serif; margin: 0px; padding: 0px;">Wrzesien, M., & Alcañiz Raya, M. (2010). Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the e-junior project. //Computers & Education//, //55//(1), 178-187. doi:10.1016/j.compedu.2010.01.003.

<span style="display: block; font-family: tahoma,Arial,Helvetica,sans-serif; margin: 0px; padding: 0px;">Paraskeva, F., Mysirlaki, S., & Papagianni, A. (2010). Multiplayer online games as educational tools: Facing new challenges in learning. //Computers & Education//, //54//(2), 498-505. doi:10.1016/j.compedu.2009.09.001.

<span style="display: block; font-family: tahoma,Arial,Helvetica,sans-serif; margin: 0px; padding: 0px;">Foster, A. (2010). Gaming their way: Learning in simulation strategy video games?.//Dissertation Abstracts International Section A//, 70, Retrieved from PsycINFO database.

<span style="display: block; font-family: tahoma,Arial,Helvetica,sans-serif; margin: 0px; padding: 0px;">Moizer, J., Lean, J., Towler, M., & Abbey, C. (2009). Simulations and games: Overcoming the barriers to their use in higher education. //Active Learning in Higher Education//, //10//(3), 207-224. doi:10.1177/1469787409343188.

<span style="display: block; font-family: tahoma,Arial,Helvetica,sans-serif; margin: 0px; padding: 0px;">Papastergiou, M. (2009). Exploring the potential of computer and video games for health and physical education: A literature review. //Computers & Education//, //53//(3), 603-622. doi:10.1016/j.compedu.2009.04.001.

<span style="display: block; font-family: tahoma,Arial,Helvetica,sans-serif; margin: 0px; padding: 0px;">Howard-Jones, P., & Demetriou, S. (2009). Uncertainty and engagement with learning games. //Instructional Science//, //37//(6), 519-536. doi:10.1007/s11251-008-9073-6.

<span style="display: block; font-family: tahoma,Arial,Helvetica,sans-serif; margin: 0px; padding: 0px;">Hromek, R., & Roffey, S. (2009). Promoting social and emotional learning with games: “It’s fun and we learn things”.//Simulation & Gaming//, //40//(5), 626-644. doi:10.1177/1046878109333793.

<span style="display: block; font-family: tahoma,Arial,Helvetica,sans-serif; margin: 0px; padding: 0px;">Moreno-Ger, P., Burgos, D., & Torrente, J. (2009). Digital games in eLearning environments: Current uses and emerging trends. //Simulation & Gaming//, //40//(5), 669-687. doi:10.1177/1046878109340294.

<span style="display: block; font-family: tahoma,Arial,Helvetica,sans-serif; margin: 0px; padding: 0px;">Baldwin, M., & Dandeneau, S. (2009). Putting social psychology into serious games.//Social and Personality Psychology Compass//, //3//(4), 547-565. doi:10.1111/j.1751-9004.2009.00185.x.

<span style="display: block; font-family: tahoma,Arial,Helvetica,sans-serif; margin: 0px; padding: 0px;">Blakely, G., Skirton, H., Cooper, S., Allum, P., & Nelmes, P. (2009). Educational gaming in the health sciences: Systematic review. //Journal of Advanced Nursing//, //65//(2), 259-269. doi:10.1111/j.1365-2648.2008.04843.x.

<span style="display: block; font-family: tahoma,Arial,Helvetica,sans-serif; margin: 0px; padding: 0px;">Papastergiou, M. (2009). Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. //Computers & Education//, //52//(1), 1-12. doi:10.1016/j.compedu.2008.06.004.

<span style="display: block; font-family: tahoma,Arial,Helvetica,sans-serif; margin: 0px; padding: 0px;">Ke, F. (2008). A case study of computer gaming for math: Engaged learning from gameplay?. //Computers & Education//, //51//(4), 1609-1620. doi:10.1016/j.compedu.2008.03.003.

<span style="display: block; font-family: tahoma,Arial,Helvetica,sans-serif; margin: 0px; padding: 0px;">Schrader, P., & McCreery, M. (2008). The acquisition of skill and expertise in massively multiplayer online games. //Educational Technology Research and Development//, //56//(5-6), 557-574. doi:10.1007/s11423-007-9055-4.

<span style="display: block; font-family: tahoma,Arial,Helvetica,sans-serif; margin: 0px; padding: 0px;">Wang, C., Khoo, A., Liu, W., & Divaharan, S. (2008). Passion and intrinsic motivation in digital gaming. //CyberPsychology & Behavior//, //11//(1), 39-45. doi:10.1089/cpb.2007.0004.

<span style="display: block; font-family: tahoma,Arial,Helvetica,sans-serif; margin: 0px; padding: 0px;">//**(The following citation addresses the perceived hindrances of gaming in the classroom by inexperienced and experienced educators)**//

<span style="display: block; font-family: tahoma,Arial,Helvetica,sans-serif; margin: 0px; padding: 0px;">Baek, Y. (2008). What hinders teachers in using computer and video games in the classroom? Exploring factors inhibiting the uptake of computer and video games.//CyberPsychology & Behavior//, //11//(6), 665-671. doi:10.1089/cpb.2008.0127.

<span style="display: block; font-family: tahoma,Arial,Helvetica,sans-serif; margin: 0px; padding: 0px;">//**(The following citation addresses the issue of extra credit and the drastic increase in out-of-class participation by students involved in the game-based classroom)**//

<span style="display: block; font-family: tahoma,Arial,Helvetica,sans-serif; margin: 0px; padding: 0px;">Arici, A. (2009). Meeting kids at their own game: A comparison of learning and engagement in traditional and three-dimensional muve educational-gaming contexts.//Dissertation Abstracts International Section A//, 70, Retrieved from PsycINFO database.

<span style="display: block; font-family: tahoma,Arial,Helvetica,sans-serif; margin: 0px; padding: 0px;">//**(Of the works I've found, the following citation most closely resembles the LAPIS project, though only took place over the course of one class period and was primarily constructivist rather than prompt-based)**//

<span style="display: block; font-family: tahoma,Arial,Helvetica,sans-serif; margin: 0px; padding: 0px;">Akkerman, S., Admiraal, W., & Huizenga, J. (2009). Storification in history education: A mobile game in and about medieval Amsterdam. //Computers & Education//, //52//(2), 449-459. doi:10.1016/j.compedu.2008.09.014.

<span style="display: block; font-family: tahoma,Arial,Helvetica,sans-serif; margin: 0px; padding: 0px;">//**(The following citation explains how student learning and gaming achievements are more greatly influenced by cooperation, thinking aloud, and observation activities than by writing activities)**//

<span style="display: block; font-family: tahoma,Arial,Helvetica,sans-serif; margin: 0px; padding: 0px;">Baldwin, M., & Dandeneau, S. (2009). Putting social psychology into serious games.//Social and Personality Psychology Compass//, //3//(4), 547-565. doi:10.1111/j.1751-9004.2009.00185.x.

<span style="display: block; font-family: tahoma,Arial,Helvetica,sans-serif; margin: 0px; padding: 0px;">//**(The following citation seems especially pertinent to the use of practomime, and highlights the same results we've been predicting since the discussion began: increased engagement with similar learning outcomes to traditional instruction - very similar to the brief experiences I've had using it in my own classroom)**//

<span style="display: block; font-family: tahoma,Arial,Helvetica,sans-serif; margin: 0px; padding: 0px;">Annetta, L., Minogue, J., Holmes, S., & Cheng, M. (2009). Investigating the impact of video games on high school students' engagement and learning about genetics.//Computers & Education//, //53//(1), 74-85. doi:10.1016/j.compedu.2008.12.020.

<span style="display: block; font-family: tahoma,Arial,Helvetica,sans-serif; margin: 0px; padding: 0px;">//**(The following citation may be very useful in getting survey materials for our study since it was examining both engagement and academic success)**//

<span style="display: block; font-family: tahoma,Arial,Helvetica,sans-serif; margin: 0px; padding: 0px;">Peterson, J. (2010). The net-generation interior design student: An exploratory study assessing learning and engagement within a computer simulation environment.//Dissertation Abstracts International Section A//, 70, Retrieved from PsycINFO database.

Video game, Learning outcome - found 7
[this study uses a mixed methods design to come up with an assessment algorithm to help calculate interaction and knowledge gains. Probably outside of our scope] <span style="color: #333333; font-family: Tahoma,Verdana,Arial,sans-serif; font-size: 12px; line-height: 18px;"> Libin, A., Lauderdale, M., Millo, Y., Shamloo, C., Spencer, R., Green, B., et al. (2010). Role-playing simulation as an educational tool for health care personnel: Developing an embedded assessment framework. //<span style="background-color: transparent; font-size: 12px; margin: 0px; outline-width: 0px; padding: 0px; vertical-align: baseline;">Cyberpsychology, Behavior, and Social Networking //, //<span style="background-color: transparent; font-size: 12px; margin: 0px; outline-width: 0px; padding: 0px; vertical-align: baseline;">13 //(2), 217-224.

<span style="color: #333333; display: block; font-family: Tahoma,Verdana,Arial,sans-serif; font-size: 12px; line-height: 18px; margin: 0px; padding: 0px;"><span style="color: #ff0000; font-family: arial,helvetica,sans-serif;">[pits social learning theory vs. electronic-entertainment paradigm to see which better explains learning from video games, probably not a fit] Lewis, M. (2010). The effect of learning type and avatar similarity on learning outcomes in educational video games. //<span style="background-color: transparent; font-size: 12px; margin: 0px; outline-width: 0px; padding: 0px; vertical-align: baseline;">Dissertation Abstracts International Section A //, 70.

<span style="color: #333333; display: block; font-family: Tahoma,Verdana,Arial,sans-serif; font-size: 12px; line-height: 18px; margin: 0px; padding: 0px;"><span style="color: #ff0000; font-family: arial,helvetica,sans-serif;">[really more about learning from a first person perspective, whether in video games, virtual environments, or from head-mounted video cameras than about learning from video games] Lindgren, R. (2010). Perspective-based learning in virtual environments. //<span style="background-color: transparent; border-width: 0px; font-size: 12px; margin: 0px; outline-width: 0px; padding: 0px; vertical-align: baseline;">Dissertation Abstracts International Section A //, 70.

[used video game play to teach a language, or video of the game play to teach language. Found that the interactivity absorbed cognitive resources and hindered learning in this instance] <span style="color: #333333; font-family: Tahoma,Verdana,Arial,sans-serif; font-size: 12px; line-height: 18px;"> deHaan, J. (2009). Video games and second language acquisition: The effect of interactivity with a rhythm video game on second language vocabulary recall, cognitive load, and telepresence. //<span style="background-color: transparent; border-width: 0px; font-size: 12px; margin: 0px; outline-width: 0px; padding: 0px; vertical-align: baseline;">Dissertation Abstracts International Section A //, 69.

[brief review of video games and learning of science, technology, engineering, and math. Also, Science probably isn't the type of journal we're hoping for] <span style="color: #333333; font-family: Tahoma,Verdana,Arial,sans-serif; font-size: 12px; line-height: 18px;"> Mayo, M. (2009). Video games: A route to large-scale STEM education?. //<span style="background-color: transparent; border-width: 0px; font-size: 12px; margin: 0px; outline-width: 0px; padding: 0px; vertical-align: baseline;">Science //, //<span style="background-color: transparent; border-width: 0px; font-size: 12px; margin: 0px; outline-width: 0px; padding: 0px; vertical-align: baseline;">323 //(5910), 79-82.

<span style="color: #333333; display: block; font-family: Tahoma,Verdana,Arial,sans-serif; font-size: 12px; line-height: 18px; margin: 0px; padding: 0px;">Anderson, J. (2008). The kids got game: Computer/video games, gender and learning outcomes in science classrooms. //<span style="background-color: transparent; border-width: 0px; font-size: 12px; margin: 0px; outline-width: 0px; padding: 0px; vertical-align: baseline;">Dissertation Abstracts International Section A //, 69.

<span style="color: #333333; display: block; font-family: Tahoma,Verdana,Arial,sans-serif; font-size: 12px; line-height: 18px; margin: 0px; padding: 0px;">Chuang, T. (2008). The effects of computer and video gaming as play effects on elementary students' cognitive processes and learning achievements in Taiwan. //<span style="background-color: transparent; border-width: 0px; font-size: 12px; margin: 0px; outline-width: 0px; padding: 0px; vertical-align: baseline;">Dissertation Abstracts International Section A //, 69.

**MORE FROM PsycINFO, (1) Warcraft, education; (2) MMORPG education = 3+5 = 8 - 2 duplicates (they are in Mike's search) = 6**
Chen, M. G. (2009). [|Communication, coordination, and camaraderie in World of Warcraft.] A Journal of Interactive Media, 4(1), p. 47-73. traditional game theory; multiplayer online role-playing game; World of Warcraft; collaborative improvements; end-game dungeon; communication; coordination Full – text – NO Quan/Qual??

Detail Only Available Hsu, S. H., Wen, M.H., Wu, M.-C. (2009). [|Exploring user experiences as predictors of MMORPG addiction.] Computers & **//Education//**, 53(3), p. 990-999. Quant, no pre-post or control (from abstract) look at 12 variables (challenge, fantasy, curiosity, control, reward, cooperation, competition, recognition, belonging, obligation and role-playing), do regressions

Kim, B., Park, H., Baek, Y. (2009). [|Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning.] Computers & **//Education//,** ** 52(4), p.800-810. ** Variables (self-recording, modeling and thinking aloud)

Wagner, M.D. (2009). [|Massively multiplayer online role-playing games as constructivist learning environments in k-12 education: A Delphi study.] Dissertation Abstracts International Section A: Humanities and Social Sciences, 69(8-A), p. 3124. Qual survey

Whitton, N., Hollins, P. (2008). [|Collaborative virtual gaming worlds in higher education.] ALT-J Research in Learning Technology, 16(3), p. 221-229. Theoretical, not really..

de Freitas, S., Griffiths, M. (2007). [|Online gaming as an educational tool in learning and training.] British Journal of Educational Technology, 38(3), p. 535-537. Theoretical

=**Academic Search Premier:**=

(Masha - redone and alpha order) Barab, S. A., Dodge, T., Ingram-Goble, A., Pettyjohn, P., Peppler, K., Volk, C., & Solomou, M. (2010). [|Pedagogical Dramas and Transformational Play: Narratively Rich Games for Learning.] Mind, Culture & Activity, 17 (3), p235-264. Baumeister, J., Reinecke, K., Cordes, M., Lerch, C., Weiß, M. (2010). [|Brain activity in goal-directed movements in a real compared to a virtual environment using the Nintendo Wii.] Neuroscience Letters, 481 (1), p47-50. Bourgonjon, J., Valcke, M., Soetaert, R., & Schellens, T. (2010). [|Students’ perceptions about the use of **//video//** **//games//** in the classroom]. Computers & Education, 54 (4), p1145-1156. del Blanco, A., Torrente, J., Moreno-Ger, P., & Fernández-Manjón, B. (2010). [|Integrating Adaptive Games in Student-Centered Virtual Learnin Environments.] International Journal of Distance Education Technologies, 8 (3), p1-15. Gordon, S. (2010). [|What's your game plan?] T H E Journal, 37 (5), p33-38. Hommel, M. (2010). [|Video Games and Learning]. School Library Monthly, 26 (10), p37-40. Hui-Yin, H., & Shiang-Kwei, W. (2010). [|Using Gaming Literacies to Cultivate New Literacies.] Simulation & Gaming, 41 (3), p400-417. Knight, J. F., Carley, S., Tregunna, B., Jarvis, S., Smithies, R., de Freitas, S., Dunwell, I., & Mackway-Jones, K. (2010). [|Serious gaming technology in major incident triage training: A pragmatic controlled trial.] Resuscitation, 81 (9), p1175-1179. Krotoski, A. (2010). [|Serious fun with computer games.] Nature, 466 (7307), p695-695. Lauricella, A. R., Pempek, T. A., Barr, R., Calvert, S. L. (2010). [|Contingent computer interactions for young children's object retrieval success.] Journal of Applied Developmental Psychology, 31 (5), p362-369. Maldonado, N. (2010). [|Wii: An Innovative Learning Tool in the Classroom.] Childhood Education, 86 (4), p284-285. Redcay, E., Dodell-Feder, D., Pearrow, M. J., Mavros, P. L., Kleiner, M., Gabrieli, J. D.E., & Saxe, R. (2010). [|Live face-to-face interaction during fMRI: A new tool for social cognitive neuroscience.] NeuroImage, 50 (4), p1639-1647. Shih, J.L., Shih, B.J., Shih, C.C., Su, H.Y., & Chuang, C.W. (2010). [|The influence of collaboration styles to children’s cognitive performance in digital problem-solving game “William Adventure”: A comparative case study.] Computers & Education, 55 (3), p982-993. Thomas, D., Hollander, J. B. (2010). [|The city at play: Second Life and the virtual urban planning studio.] // Learning //, Media, & Technology, 35 (2), p227-242. 
 * "video" and "games" and "learning" (1982-2010) - found 462**

=ERIC:=

“Video games” and “Classroom” and “group” (2002-2010) – found 16:

Annetta, L., Mangrum, J., Holmes, S., Collazo, K., & Cheng, M. (2009). Bridging realty to virtual reality: Investigating gender effect and student engagement on learning through video game play in an elementary school classroom. //International Journal of Science Education, 31//(8), 1091-1113. ( <span style="color: #00ff00; display: block; line-height: 26px; margin-left: 22.5pt; text-indent: -22.5pt;">This study could be useful. The study uses a pre-test post-test determine achievement in content area from playing a multiplayer educational game. The study also contains observations and focus groups to assess engagement and scaffolding of content.) Can, G., & Cagiltay, K. (2006). Turkish prospective teachers' perceptions regarding the use of computer games with educational features. //Educational Technology & Society, 9//(1), 308-321. ( <span style="color: #ff0000; display: block; line-height: 26px; margin-left: 22.5pt; text-indent: -22.5pt;">This study is probably not useful. The study looks at perspective computer teacher perceptions of using computer games in the classroom. They found that the teachers had positive perceptions of and plan to use computer games in the classroom. ) Guzzetti, B., Elliot, K., & Welsch, D. (2010). //DIY media in the classroom: New literacies across content areas (middle through high school). language & literacy series (practitioner's bookshelf)// Teachers College Press. ( <span style="color: #ff0000; display: block; line-height: 26px; margin-left: 22.5pt; text-indent: -22.5pt;">Not useful for our purposes. This is a guide for teacher. It provides rationale and framework for using media, such as video games, virtual world, youtube, wikis, in the classroom. It also contains teaching strategies and examples.) Hagood, M. C., Alvermann, D. E., & Heron-Hruby, A. (2010). //Bring it to class: Unpacking pop culture in literacy learning (grades 4 through 12)// Teachers College Press. ( <span style="color: #ff0000; display: block; line-height: 26px; margin-left: 22.5pt; text-indent: -22.5pt;">Not useful for our purposes. The article is on technology in the classroom in general. It is a guide for teachers on what and how to bring technology to the classroom. It also contains examples and sample lessons.) Hansson, T. (2005). English as a second language on a virtual platform--tradition and innovation in a new medium. //Computer Assisted Language Learning, 18//(1-2), 63-79. ( This study is possibly useful. This is a pilot study that looks at students learning English in a virtual environment. The study looks at the text interaction in the virtual game and the face to face dialogue in the computer room.) Jackson, J. (2009). Game-based teaching: What educators can learn from videogames. //Teaching Education, 20//(3), 291-304. ( <span style="color: #ff8800; display: block; line-height: 26px; margin-left: 22.5pt; text-indent: -22.5pt;">Could be useful . This article focuses on “how teachers can incorporate lessons from videogames into their classroom teaching with or without technology.” It talks about gaming up the classroom to make class more interesting.) Kadakia, M. (2005). Increasing student engagement by using morrowind to analyze choices and consequences. //TechTrends: Linking Research & Practice to Improve Learning, 49//(5), 29-32. ( <span style="color: #ff0000; display: block; line-height: 26px; margin-left: 22.5pt; text-indent: -22.5pt;">This article is probably not useful. This study was part of a masters project that used morrowwind to teach language arts and social studies. The investigator used action research methods to looked at student attitude and engagement. ) McCoy, L. P., & Wake Forest University, Department,of Education. (2009).//Studies in teaching: 2009 research digest. research projects presented at annual research forum (15th, winston-salem, north carolina, december 2009)// Online Submission. ( <span style="color: #ff0000; display: block; line-height: 26px; margin-left: 22.5pt; text-indent: -22.5pt;">Not useful for our purposes. Collection of research projects from a conference. There is one article in the collection that might be useful. “The effects of gaming on Middle and high school biology students’ content knowledge and attitude toward science” [Peter Dunlap].) McGinnis, T. (2007). Are urban middle schools leaving bright immigrant youth behind? //Voices from the Middle, 14//(4), 32-38. ( <span style="color: #ff0000; display: block; line-height: 26px; margin-left: 22.5pt; text-indent: -22.5pt;">This article is not useful. The article is about connecting with students outside of the classroom.) McTaggart, A., & International Council for Educational Media-Conseil International des,Medias Educatifs. (2009). //Literacy and you in a digital age. ICEM-CIME 2009 conference (abu dhabi, united arab emirates, october 6-8, 2009)// International Council for Educational Media. ( <span style="color: #ff0000; display: block; line-height: 26px; margin-left: 22.5pt; text-indent: -22.5pt;">Not useful for our purposes. This is a collection of presentations at a conference. There is one article of interest. “Integrating literacy through Video Games (Hannah R. Gerber)”.) Rivera, M. (2009). The powerful effect of play in a child's education. //Education Digest: Essential Readings Condensed for Quick Review, 75//(2), 50-52. ( <span style="color: #ff0000; display: block; line-height: 26px; margin-left: 22.5pt; text-indent: -22.5pt;">This article is not useful for our purposes. “The article discusses the importance of play in a child’s education.” However, it excludes video games from play. Rosas, R., Nussbaum, M., Cumsille, P., Marianov, V., Correa, M., Flores, P., et al. (2003). Beyond nintendo: Design and assessment of educational video games for first and second grade students. //Computers & Education, 40//(1), 71-94.  ( <span style="color: #00ff00; display: block; line-height: 26px; margin-left: 22.5pt; text-indent: -22.5pt;">This study is probably useful. The study looks at the effects of video games in math and reading classes for first and second graders. The researchers looked at the “effects on learning, motivation, and classroom dynamics, teachers’ expectations of change and technological transfer.”) Sax, L. (2007). The boy problem: Many boys think school is stupid and reading stinks--is there a remedy? //School Library Journal, 53//(9), 40-43.  ( <span style="color: #ff0000; display: block; line-height: 26px; margin-left: 22.5pt; text-indent: -22.5pt;">This article is not useful. The author discusses factors that are driving boys from school.” Simpson, E. S. (2005). Evolution in the classroom: What teachers need to know about the video game generation. //TechTrends: Linking Research & Practice to Improve Learning, 49//(5), 17-22. ( <span style="color: #ff0000; display: block; line-height: 26px; margin-left: 22.5pt; text-indent: -22.5pt;">This article is probably not useful . The author suggests there is a link between playing video games and being identified as learning disabled. The author argues for the use of video games in the classroom. Williams, A., Rouse, K., Seals, C., & Gilbert, J. (2009). Enhancing reading literacy in elementary children using programming for scientific simulations.//International Journal on E-Learning, 8//(1), 57-69.  ( <span style="color: #ff8800; display: block; line-height: 26px; margin-left: 22.5pt; text-indent: -22.5pt;">This study could be useful. The study conducted an experiment with 4th and 5th graders. The students used a science educational game that required reading and writing. The findings show that the educational game could be used to successfully enhance reading literacy.) Wohlwend, K. E. (2009). Early adopters: Playing new literacies and pretending new technologies in print-centric classrooms. //Journal of Early Childhood Literacy, 9//(2), 117-140.  ( <span style="color: #ff0000; display: block; line-height: 26px; margin-left: 22.5pt; text-indent: -22.5pt;">This study is probably not useful. The study investigates how children are bringing video games and new literacies into the classroom. “Children transformed paper and pencil resources into artifacts for enacting cell phone conversations and animating video games…” )

= **Breadcrumb method: Plus a psychinfo search on "computer games" and "academic achievement"** =

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Murphy, Penuel, Means, Korbak, & Whaley, 2001). - video games have large educational effect