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Supporting Research
Page history
last edited
by Lucas Gillispie 14 years, 3 months ago
Supporting Research - Games in the Classroom
This list is curtesy of Dean Groom, Macquerie University, Sydney, Australia:
Books
Book Chapters
- Klopfer, E. 2006. Handheld Simulation Games for Learning, In Press for E. Soloway. Untitled
- Squire, K.D. (2005). Game-based learning: The present and future of state of the field. Report to the Masie Consortium.
- Klopfer, E. & Squire, K., Jenkins, H. (2004). Environmental Detectives: PDAs as a Window into a Virtual Simulated World. Kerres, M., Kalz, M., Stratmann, J., de Witt, C. Eds., Didaktik der notebook-universität, (pp.259-274). Münster:Waxmann Verlag.
- Jenkins, H. Squire, K. & Tan, P. (2003). You Can’t Bring That Game To School!: Designing Supercharged! In B. Laurel (Ed.) Design research. (pp. 244-252). Cambridge, MIT Press.
- Holland, W., Jenkins, H. & Squire, K. Theory by Design (2003). In Perron, B., and Wolf, M. (Eds). Video game theory reader. (pp. 25-46). London: Routledge.
- “Interactive Audiences?: The 'Collective Intelligence' of Media Fans” in Dan Harries (ed.), The New Media Book, (London: British Film Institute, 2002)
- Jenkins, H. and Squire, K. (2002) Art of contested spaces. In King, L. (Ed.), Game on: The history and culture of video games (pp. 64-75). New York: Universe Publishing.
Journal Articles
- Squire, K.D. (2002). Rethinking the role of games in Education. Game Studies, 2(1)
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Squire, K., & Durga, S. (in press). Productive gaming: The case for historiographic game play. To appear in R. Ferdig (Ed.) The handbook of educational gaming. Hershey, PA: Information Science Reference.
Squire, K.D., DeVane, B. & Durga, S. (in press). Designing centers of expertise for academic learning through video games. To appear in Theory Into Practice.
Squire, K. (2007). Games, learning, and society: Building a field. Educational Technology, 4(5), 51-54.
Squire, K., & Durga, S. (in press). Productive gaming: The case for historiographic game play. To appear in R. Ferdig (Ed.) The handbook of educational gaming. Hershey, PA: Information Science Reference.
Squire, K. (2008). Open-ended video games: A model for developing learning for the interactive age. In K. Salen (Ed.) The John D. and Catherine T. MacArthur Foundation series on digital media and learning. (167-198) Cambridge, MA: The MIT Press.
Squire, K.D. (2006). From content to context: Video games as designed experiences. Educational Researcher, 35(8), 19-29.
Squire, K.D. Giovanetto, L., DeVane, B. & Durga, S. (2005). From users to designers: Building a self-organizing game-based learning environment. Technology Trends 49(5), 34-42.
Squire, K.D. (2005). Changing the game: What happens when videogames enter the classroom?. Innovate 1(6).
Shaffer, D. W., Squire, K.D., Halverson, R., & Gee, J.P. (2005). Video games and the future of learning. Phi Delta Kappan, 87(2), 105-111.
Squire, K.D. (2005). Toward a theory of games literacy. Telemedium 52 (1-2), 9-15.
Squire, K. & Jenkins, H. (2004). Harnessing the power of games in education. Insight (3)1, 5-33.
Squire, K.D. (2002). Rethinking the role of games in education. Game Studies, 2(1). Last retrieved August 31 2005 from http://gamestudies.org/0201/Squire/.
Squire, K. (2003). Video games in education. International Journal of Intelligent Simulations and Gaming (2) 1.
- Games-to-Teach Team. (2003). Design principles of next-generation digital gaming for education. Educational Technology, 43(5), 17-33.
- Jenkins, H., Klopfer, E., Squire, K. & Tan, P. (2003). Entering the education arcade. Computers in Entertainment 1(1), 17-17.
- Squire, K.D., Makinster, J., Barnett, M., Barab, A.L., & Barab, S.A. (2003). Designed Curriculum and Local Culture: Acknowledging the Primacy of Classroom Culture. Science Education. 87,1– 22.
- Squire, K. (2003). Video games in education. International Journal of Intelligent Simulations and Gaming (2) 1.
- Klopfer, E. S. Yoon, and L. Rivas. 2004 Comparative Analysis of Palm and Wearable Computers for Participatory Simulations. Journal of Computer Assisted Learning 20, 347-359.
- Jenkins, H. & Squire, K (2004). Harnessing the power of games in education. Insight (3)1, 5-33.
- Squire, K.D. (2004). Sid Meier’s Civilization III. Simulations and Gaming, 35(1): 135-140.
- Squire, K.D. (2005). Recessitating educational technology research: design based research as a new research paradigm. Educational Technology 45(1), 8-14.
- Squire, K.D. (2005). Changing the Game: What Happens When Video Games Enter the Classroom?. Innovate 1(6).
- Squire, K.D. & Steinkuhler, C.A. (2005). Meet the gamers: Games as sites for new information literacies. Library Journal.
- Klopfer, E. and S. Yoon. 2005. Developing Games and Simulations for Today and Tomorrow's Tech Savvy Youth. Tech Trends. 49(3) 33-41.
- Klopfer, E. and K. Squire. 2005. Environmental Detectives – The Development of an Augmented Reality Platform for Environmental Simulations. In Press for Educational Technology Research and Development.
- Klopfer, E. and K. Squire. Case Study Analysis of Augmented Reality Simulations on Handheld Computers. In Press for The Journal of the Learning Sciences.
- Rosenbaum, E., Klopfer, E., and Perry, J. (2006). On Location Learning: Authentic Applied Science with Networked Augmented Realities. In Press for Journal of Science Education and Technology.
- Klopfer, E. (2006). Blurring Lines with Mobile Learning Games. In Press for Educational Technology Magazine
- Squire, K.D. (in press). From content to context: Videogames as designed experiences. To appear in Educational Researcher.
- Squire, K., D. & Klopfer, E. (in press). Augmented Reality Games on Handheld Computers, Journal of the Learning Sciences.
- Klopfer, E. & Squire, K. (in press). Developing a platform for augmented reality gaming. To appear in Educational Technology Research & Development.
- Squire, K.D. & Jan, M. (in press). Mad City Mystery: Developing scientific argumentation skills with a place-based augmented reality game on handheld computers. To appear in Journal of Science Education and Technology.
- Squire, K.D. (in press). Game-Based Learning: An emerging paradigm of instruction. To appear in Performance Improvement Quarterly. ;
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Squire, K.D. & Johnson, C.B. (2003). Using interactive television to enhance authenticity in K-12 REALs: Two case studies. International Journal of Continuing Engineering Education and Lifelong Learning, 13(5-6), pp. 454-470.
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Squire, K.D., Makinster, J., Barnett, M., Barab, A.L., & Barab, S.A. (2003). Designed Curriculum and Local Culture: Acknowledging the Primacy of Classroom Culture. Science Education. 87:1– 22.
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Barab, S. A., Barnett, M., & Squire, K. (2002). Preparing pre-service teachers: Developing an empirical account of a community of practice. The Journal of the Learning Sciences 11(4), 489-542.
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Barab, S., A., Barnett, M., Yamagata-Lynch, L., Squire, K., & Keating, T. (2002). Using activity theory to understand the contradictions characterizing a technology-rich introductory astronomy course. Mind, Culture, and Activity, 9(2), 76–107.
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Barab, S. A., Hay, K. E., Barnett, M. G., & Squire, K. (2001). Constructing Virtual Worlds: Tracing the Historical Development of Learner Practices/Understandings. Cognition and Instruction.19(1), 47-94.
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Squire, K.D. & Johnson, C.B. (2000). Supporting Distributed Communities of Practice with Interactive Television. Educational Technology Research & Development, (48),1, p. 23-44.
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Squire, K. D. & Reigeluth, C. M. (2000). The Many Faces of Systemic Change. Educational Horizons, 78(3), p. 143-152.
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Barab, S. A., Squire, K., & Dueber, B. (2000). Supporting authenticity through participatory learning. Educational Technology Research and Development, 48(2), p. 37-62.
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Barab, S. A., Hay, K. E., Squire, K., Barnett, M., Schmidt, R., Karrigan, K., Yamagata-Lynch, L., & Johnson, C. (2000). Virtual solar system project: Learning through a technology-rich, inquiry-based, participatory learning environment. Journal of Science Education and Technology, 9(1), 7-25.
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Squire, K. D. (1999). Opportunity Initiated Systems Design. Systems Practice and Action Research. 12(6), p. 633-648.
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Reigeluth, C. M. & Squire, K. D. (1998) Emerging Work in the New Paradigm of Instructional Theory. Educational Technology, July.
Commentaries and Reviews
- “The Most Fun You Can Have with Model Railroads..., September 24, 2000
- “Sheep: Fast Paced Old School Action Game, January 2001
- “Sid Meier's Pirates, November 2, 2000
- “Shenmue: February 6, 2001
- “Alice: American MgGee's Ambitious Undertaking, January 18, 2001
- “Lego Team Alpha January 4, 2001
- “Civilization III. October 31, 2001
- “Book Review: Utopian Entrepneur,” November 7, 2001
- “Book Review: Digital Game-Based Learning,” n.d.
- “Book Review: Steven Kent,” n.d.
- “Book Review: Trigger Happy,” n.d.
- “Book Review: Revolutionaries at Sony.” December 23, 2000
- “A Gamer's Guide to a Parent's Guide to Video Games,” December, 1999
Game Culture
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Squire, K. & Giovanetto, L. (in press). The higher education of gaming. To appear in elearning.
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DeVane, B. & Squire, K. (in press). The Meaning of Race and Violence in Grand Theft Auto: San Andreas. To appear in Games & Culture.
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Squire, K. (in press). Video games literacy: A literacy of expertise. To appear in J. Coiro, M. Knobel, D. Leu, & C. Lankshear, Handbook of research on new media literacies. New York: MacMillan.
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Jenkins, H. & Squire. K. (2007). Applied game theory: Innovation, diversity, experimentation in contemporary game design. In A. Jahn-Sudmann (Ed). Games without frontiers.
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Squire, K. (in press). Critical education in an interactive age. To appear in Diana Silberman Keller, (Ed). Mirror Reflections: Popular culture and education. NY: Peter Lang Publishers
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Squire, K. D. & Steinkuehler, C. A. (2006). Generating CyberCulture/s: The case of Star Wars Galaxies. In D. Gibbs & K. L. Krause (Eds.), Cyberlines 2.0 Languages and cultures of the Internet (177-198). Albert Park, Australia: James Nicholas Publishers.
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Squire, K.D. (in press). Civilization III as a world history sandbox. To appear in Civilization and its discontents. Virtual history. Real fantasies. Milan, Italy. Ludilogica Press. Now in Italian!
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Squire, K. & Steinkuehler, C.A. (2005). Meet the gamers. Library Journal.
Squire, K.D. (2005). Educating the fighter. On the Horizon 13(2), 75-88.
Jenkins, H. & Squire, K.D. (2002). The Art of Contested Spaces. In L. King, (Ed.) Game On!. London: Barbican Press.
Designing Games within Education
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Squire, K.D. (in press). Game-based learning: An emerging paradigm for learning. To appear in Performance Improvement Quarterly.
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Squire, K. (in press). From information to experience: Place-based augmented reality games as a model for learning in a globally networked society. To appear in Teacher’s College Record.
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Squire K.D. & Jan, M. (2007). Mad City Mystery: Developing scientific argumentation skills with a place-based augmented reality game on handheld computers. Journal of Science Education and Technology, 16(1) 5-29.
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Squire, K., & Klopfer, E. (2007). Augmented reality simulations on handheld computers. Journal of the Learning Sciences, 16(3), 371 - 413.
Squire, K. (in press). Video Games and education: Designing learning systems for an interactive age. To appear in Educational Technology
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Squire, K. (in press). Artists in the medium. To appear in R. Ferdig (Ed.) The handbook of educational gaming. Hershey, PA: Information Science Reference.
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Squire, K.D., Jan, M., Matthews, J., Wagler, M., Martin, J., Devane, B. & Holden, C. (2007). Wherever you go, there you are: The design of local games for learning. In B. Sheldon & D. Wiley (Eds). The design and use of simulation computer games in education, (265-296). Rotterdam, Netherlands: Sense Publishing.
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Klopfer, E. & Squire, K. (in press). Developing a platform for augmented reality gaming. To appear in Educational Technology Research & Development.
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Squire, K.D. (2005). Resuscitating research in educational technology: Using game-based learning research as a lens for looking at design-based research. Educational Technology 45(1), 8-14.
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Shaffer, D. W., & Squire, K. D. (2006). The Pasteurization of education. In Education and Technology: Issues in Policy, Administration and Application. London: Elsevier.
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Barab, S.A. & Squire, K.D. (2004). Design-based research: Putting a stake in the ground. Journal of the Learning Sciences.
Jenkins, H. Squire, K. & Tan, P. (2004). You can’t bring that game to school!: Designing Supercharged! In B. Laurel (Ed.) Design Research. Cambridge, MIT Press.
-
Klopfer, E. & Squire, K., Jenkins, H. (2004). Environmental Detectives: PDAs as a window into a virtual simulated world. In Kerres, M., Kalz, M., Stratmann, J., de Witt, C. Eds,Didaktik der Notebook-Universität, (pp.259-274). Münster:Waxmann Verlag.
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Jenkins, H., Klopfer, E., Squire, K. & Tan, P. (2003). Entering the education arcade. Computers in Entertainment 1(1).
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Holland, W., Jenkins, H. & Squire, K. (2003). Theory by design. In Perron, B., and Wolf, M. (Eds). Video Game Theory. Routledge.
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Games-to-Teach Team. (2003). Design principles of next-generation digital gaming for education. Educational Technology, 43(5), 17-33.
Supporting Research
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