ISSUES IMPACTING GAMES-BASED LEARNING IN FORMAL SECONDARY EDUCATION

M. Ulicsak, K. Facer, and R. Sandford

References

  1. [1] J.P. Gee, What video games have to teach us about learning and literacy (New York & London: Palgrave Macmillan, 2003).
  2. [2] A. McFarlane, A. Sparrowhawk, & Y. Heald, Report on the educational use of games: an exploration by TEEM of the contribution which games can make to the education process, 2002, http://www.teemorg.uk/publications/teem_gamesined_ full.pdf
  3. [3] M.D. Dickey, Girl gamers: the controversy of girl games and the relevance of female-oriented game design for instructional design, British Journal of Educational Technology, 37 (5), 2006, 785–793. doi:10.1111/j.1467-8535.2006.00561.x
  4. [4] J. Kirriemuir & A. McFarlane, Computer games and learning: futurelab literature review, 2003, http://www.futurelab.org.uk/ resources/documents/lit_reviews/Games_Review.pdf
  5. [5] H. Ellis, S. Heppell, J. Kirriemuir, A. Krotoski, & A. McFarlane, Unlimited learning: the role of computer and video games in the learning landscape, 2006, http://www. elspa.com/assets/files/u/unlimitedlearningtheroleofcomputerandvideogamesint_344.pdf
  6. [6] R. Sandford, M. Ulicsak, K. Facer, & T. Rudd, Teaching with games: using commercial off-the-shelf computer games in formal education, 2006, http://www.futurelab.org.uk/download/ pdfs/research/TWG_report.pdf
  7. [7] R. Sandford & B. Williamson, Games and learning, 2005, http://www.futurelab.org.uk/resources/documents/ handbooks/games_and_learning2.pdf

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