Websites

Digital Game-based Learning Portal
http://www.twitchspeed.com/site/references.html
This is basically a promotional site for Marc Prensky's book. Since Carrie already has the book, there's not much to say about this site. But it does have FAQ page on digital game-based learning that might be useful for specific areas.

games2train.com
http://www.games2train.com/site/html/theory.html
This page provides a lot of support for game-based learning through other references. Also has a brief description of the advantages of game-based learning, using their game "The Monkey Wrench Conspiracy" as an example. These advantages include: a safe environment where problem-solving can be approached without fear of failure; links to pursue questions that may arise; stimulation of multiple senses; goal-oriented tasks; a tutorial that instructs users on how to use the game.

Microsoft Explores new game-based learning environment
http://www.eschoolnews.com/news/showStory.cfm?ArticleID=3642
Advantages of game-based learning: virutal activities can engage users in things they wouldn't be able to do otherwise (i.e. explore the human body); users can collaborate on projects. Problems Microsoft will face: "incorporating all the intricacies of the learning process;" and supporting the infinite number of outcomes ideal in a learning environment (usually computer software is limited to the finite number of outcomes that can be programmed).

The Society for the Advancement of Games and Simulations in Education and Training
http://www.ms.ic.ac.uk/sagset/
Is the host to the journal Simulation Games for Learning (many articles from which are listed below.) Looks like you have to be a "member" to get to the info.

Children's computer culture
http://www.hum.ou.dk/center/kultur/cj/childcomp.html
Makes some good points about video games as a learning and socialization tool. Illustrates the potential benefits. Some info on gender differences

Articles (the summaries are just pasted from the electronic databases)

How Information Affects Intrinsic Motivation: Two Exploratory Pilot Studies
Small, Ruth V.; Samijo;
(ERIC Document Reproduction Service -- would have to order it for $6.00)
Abstract: Research on the motivational aspects of multimedia games may provide ways to design more engaging user information systems which increase users` exploratory and information-seeking behaviors. Two small-scale exploratory studies examined the effects of introducing information on the intrinsic motivation of users of a CD-ROM game. Results of the first study showed a negative relationship between age and both trait and state curiosity, and a negative relationship between tolerance for ambiguity and state curiosity. The first study showed a significant decrease in state curiosity after subjects received informational clues while the second study found that subjects who received informational help sheets had significantly greater curiosity.

Computer Simulations: An Integrating Tool
Bilan, Bohdan J.
(ERIC on ERL -- have to order)
AB: This introduction to computer simulations as an integrated learning experience reports on their use with students in grades 5 through 10 using commercial software packages such as SimCity, SimAnt, SimEarth, and Civilization. Students spent an average of 60 hours with the simulation games and reported their experiences each week in a personal log. Students became actively involved in problem solution through accessing online helps, reading manuals, doing independent research, and discussing innovative techniques with each other. Simulation games were able to keep students of various abilities challenged and interested and also changed passive learners into active learners. Principles of these rule-based simulations are briefly explained as are learning strategies fostered by these games. Five simulation packages are briefly described.

Assessing the Impact of Simulation Games on Learning: A Step-by-Step Approach.
Laveault,-Dany; Corbeil,-Pierre
Simulation-Games-for-Learning; v20 n1 p42-54 Mar 1990.
AB: Discussion of the impact of simulation games on learning focuses on a study of a college history course that compared game results with historical facts. A content analysis of the comparisons is presented, models of learning acquisition are discussed, and the learning stages that occur in a simulation game are described.

A Further Analysis of Computer-Based Simulations.
Gredler,-Margaret-Bell
Simulation-Games-for-Learning; v19 n2 p76-81 Jun 1989.
AB: Compares two basic types of computer-based simulations--(1) variable-assignment simulations, and (2) diagnostic problem-solving simulations. Differences in the role of the computer, in the nature of the problem presented to the learner, and in the decision making required of the student are described.

Promoting Learning Through Games and Simulations.
Thatcher,-Donald
Simulation-and-Gaming; v21 n3 p262-73 Sep 1990.
H61 .S5 at main library
AB: Considers the nature of learning and examines the role of simulations and games in promoting learning. Topics discussed include relating general systems theory to the process of learning; Kolb's model of experiential learning; the debriefing process in games and simulations; and the role of the teacher.

Evaluations of Simulations and Games: A Clarification.
Barnett,-Terry
Simulation-Games-for-Learning; v14 n4 p164-75 Win 1984.
AB: Discussion of difficulties in evaluating simulations and games as teaching techniques includes range of claims made for the techniques; variety available; lack of specificity of technique objectives at design stage; limitations of objective-oriented research; inherent difficulties of comparative evaluation against alternative techniques; and ineffective differentiation between simulation and gaming.

Playing to learn
Corey Sandler
http://web3.infotrac.galegroup.com/itw/infomark/654/908/50008315w3/purl=rc1_GRGM_0_A14630015&dyn=3!xrn_14_0_A14630015?sw_aep=msu_main

The "e" in e-learning stands for "E"xperience
Eliot Masie
http://www.masie.com/masie/default.cfm?trends=156&page=trendsdisplay
An article about the importance of making online learning experiences richer than just online reading material. A good checklist of the possibilities that can be pursued through web-based learning:
"- Engagement: How will we get the learner fully engaged?
- Curiosity: How will we harness the power of curiosity and exploration?
- Simulation and Practice: How can we give the learner powerful simulation
    and practice opportunities?
- Remediation: How can we provide remedial and extending learning content?
- Coaching: How can we provide human and digital coaching for learners?
- Peer Learning: How can we build communities that will allow for the
    SOCIAL DIMENSIONS of learning on-line? How can we harness peer learning?
- Action Learning: How can we build projects that will trigger action
    learning and align with workplace challenges?
- Performance Support: How can we create e-learning programs that linger
    and are of on-the-job performance support value to the learner and
    organization?
- Intensity: How can we create high intensity, memorable learning
    experiences?
- Assessment and Feedback: How can we help the learner to gain a better
    sense of their own knowledge and gaps? How can the organization better
    manage human capital through the use of e-learning?
- Teaching Culture: How can e-learning increase the amount of TEACHING
    that occurs in the organization, triggering high value moments of teaching
    throughout the workday?"

 

Books

Learning through fun & games / Elyssebeth Leigh, Jeff Kinder.
 HD30.26 .E59 1999 

Designing and evaluating games and simulations : a process approach / Margaret E. Gredler.
 LB1029.S53 G7 1992