Learning and Teaching with Electronic Games eBook
Richard Ferdig, University of Florida, United States
Learning and Teaching with Electronic Games. Published . ISBN 978-1-8800-9472-3 Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA.
Although notions of gaming and play have been around seemingly forever, there is a recent surge of interest in the possibilities of using electronic gaming for teaching and learning. There are gaming conferences (e.g., Games + Learning + Society - http://glsconference.org/2007/), gaming journals (e.g., Game Studies - http://gamestudies.org/), educational game
summits (e.g., Federation of American scientists - http://www.fas.org/gamesummit/),
and gaming initiatives (e.g., Serious Games - http://www.seriousgames.org/). Foundations and granting agencies are also showing an increased interest in the use of electronic games (e.g., MacArthur Foundation - http://www.macfound.org).
Ferdig, R. (2009). Learning and Teaching with Electronic Games. Chesapeake, VA: Association for the Advancement of Computing in Education (AACE). Retrieved March 21, 2018 from https://www.learntechlib.org/p/30431/.
© 2009 Association for the Advancement of Computing in Education (AACE)
- Preface: Learning and Teaching with Electronic Games p. 3
- Richard E. Ferdig
- Towards a Framework for Understanding Electronic Educational Gaming p. 11
- Meredith Dipietro, Richard E. Ferdig, Jeff Boyer and Erik W. Black
- New Media Resistance: Barriers to Implementation of Computer Video Games in the Classroom p. 35
- John W. Rice
- Third Generation Educational Use of Computer Games p. 49
- Simon Egenfeldt-Nielsen
- First Steps and Beyond: Serious Games as Preparation for Future Learning p. 69
- Debbie Denise Reese
- Gaming Literacies: A Game Design Study in Action p. 87
- Katie Salen
- Game Literacy in Theory and Practice p. 109
- David Buckingham and Andrew Burn