Meta+Tag+Definitions

[Affordances- Science] Any paper that describes the educational benefits of video game play for learning Science. example: Bainbridge, W. S. (2007). The scientific research potential of virtual worlds. // Science, 317 //(5837), 472-476. [Affordances Camaraderie] Any paper that describes the educational benefits of video game play for building teams or collaborative skills example: Chen, M. G. (2009). Communication, coordination, and camaraderie in world of warcraft. [Affordances – Language] Any paper that describes the educational benefits of video game play for learning language example: Zheng, D. (2006). Affordances of three-dimensional virtual environments for english language learning [Affordances- Motivation] Any paper that describes the educational benefits of video game play for motivating students to do school work example: Dickey, M. D. (2007). Game design and learning: A conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation [Affordances – Training] Any paper that describes the educational benefits of video game play for training specific skills or behaviors (e.g., safe sex, driving tanks or planes, or firing missiles) example: Pirius, L. K. (2007). Massively multiplayer online game virtual environments: A potential locale for intercultural training. [Comparison Study] Any study that directly tests the use of video games against a standard curriculum. example: Arici, A. D. (2009). Meeting kids at their own game: A comparison of learning and engagement in traditional and three-dimensional muve educational-gaming contexts. [Conceptual Paper] Any paper that discusses the issues of video games in education, but without collecting any new data. example: Warren, S. J., Stein, R. A., Dondlinger, M. J., & Barab, S. A. (2009). A look inside a MUVE design process: Blending instructional design and game principles to target writing skills. [Attitudes] Any paper that discusses the issues of student attitudes about or related to gender discrepancy, students views of gaming, or student self-reported effectiveness of gaming. example: Heeter, C., Egidio, R., Mishra, P., Winn, B., & Winn, J. (2009). Alien games: Do girls prefer games designed by girls?. //Games and Culture: A Journal of Interactive Media // [Player Experience] Any paper that whose primary purpose is describe the game player’s experience. example: Browell, D. E. (2008). World of studentcraft: An ethnographic study on the engagement of traditional students within an online world. [Psycho] Any paper that focuses on the psychological impact of game play, such as addiction, epilepsy, ADD, etc).  example: Griffiths, M. (2010). Online video gaming: What should educational psychologists know?   [Economics] Any paper that focuses on the economics of in-game play, or how game money and real money are related.   example: Kock, N. (2008). E-collaboration and e-commerce in virtual worlds:   [Physiology] Any paper that focuses on the biological impact of gaming or how games affect physiological properties of the human body.   example:  Caplovitz, G., & Kastner, S. (2009). Carrot sticks or joysticks: Video games improve vision. // Nature Neuroscience //, // 12 // (5), 527-528. doi:10.1038/nn0509-527.

Meaning of Color Coding: GREEN - studies we definitely want to include ORANGE - studies we should read and might want to include RED - Studies outside the scope of our class focus

Any text marked with a ** PURPLE [EMPIRICAL] ** label is an empirical, quantitative study.