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Learning and Teaching with Electronic Games
eBook

, University of Florida, United States

Published . ISBN 978-1-8800-9472-3 Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA.

Abstract

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).

Citation

Ferdig, R. (2009). Learning and Teaching with Electronic Games. Chesapeake, VA: Association for the Advancement of Computing in Education (AACE). Retrieved October 22, 2019 from .

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Contents

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