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Conference on Games & Pedagogy at WRT: Writer Response Theory



Conference on Games & Pedagogy


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The New Media Consortium Online Conference on Educational Gaming is being held on December 7-8, 2005. The conference is held live and online with presentations ‘ondemand’.

The conference is designed to continue the very engaging and rich dialogs begun at the recent NMC Regional Conference at Yale with a broader audience, and further explore how to meet the expectations of technology-savvy digital natives coming to campus looking for visually rich learning experiences and collaborative activities that build on their years of familiarity with massively multi-player role-playing games. Attendees will explore topics on gaming practice, theory, and implications for education.

They are currently calling for participation in the following areas (and others):
* Using games in practice
* Gaming research
* Gaming and engagement theory
* Exploration of differences between and potential uses of scenarios, role-playing games, team-based games, multi-outcome games, quests, and other game types
* Open-source gaming engines
* Incorporation of learning objects within games or vice versa
* Assessment strategies
* Implications for multimedia and web design

Looks very interesting. Anyone have any good links about the use of games in classes? I have some I’ll add in a comment soon.




5 Responses to “Conference on Games & Pedagogy”

  1. 1 Christy Dena

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    Okay, as promised, here is a beginning list of the use of games in teaching. I’ve utilised other people’s lists mixed them all together, but it is a start:

    ** NOTE: This post is no-longer updated here, but on a new page **

    Blogs

    e-Clippings

    EdGames: ‘Musings and findings about teaching with games. Created by the learning community of EDTEC 670 at San Diego State University.’

    Mr. MacKenty
    : ‘I’m the geek at the Edgartown School, a small K-8 (ages 6 to 14) school. This site is dedicated to the effective use of technology in schools, and games in education.’

    SilverSprite: ‘Examples of COTS (Commercial Off The Shelf) games being used for curriculum-based learning. These games are designed purely for entertainment, and not for learning or teaching. By compiling these examples, we show that such games are being used in schools and colleges by teachers and other educators, as part of curriculum-based learning.’

    Forums

    Education Arcade: ‘To broaden and sustain this work and to leverage emerging efforts at other universities and in industry, we have launched a new research initiative named The Education Arcade. This consortium: * Expands development work for and assessment studies of games in education; * Encourages broader investigations into the use of games in education with both industrial and university partners; and * Brings together a community of professionals and advocates interested in the future of videogames in education.’

    Gamelearning.net Forum: ‘This forum has been specifically created for class teachers, parents and educators interested in running game making activities.’

    Websites

    Australian Games in Learning Project: ‘There will be materials and links to rescources added to pages at this site to support the efforts of teachers in schools. These are exciting times for the adventurous teacher. Games in Learning can bring a whole new perspective to explore in designing the learning environments of tomorrow.’

    Becta Computer Games in Education project: ‘This document describes a small-scale pilot study project involving the use of six computer games in school settings.’

    Game Learning: ‘Welcome to my PhD homepage, which contains information about myself and my research into the educational potential of computer games. ‘

    Games and Education Research Network (GERN): ‘GERN, the Games and Education Research Network, connects diverse research into the role of digital games within education, teaching and learning. Areas of research interest include the use of games in schools; the relevance of games to the national curriculum / standards of various countries; identifying learning strands within games; and identifying support mechanisms for teachers and other educators who wish to use computer and video games.’

    Silversprite: ‘I have particular interests in: * the transfer of skills involved in playing computer and video games to practical, academic and learning applications.’

    Water Cooler Games: ‘A forum for the uses of videogames in advertising, politics, education, and other everyday activities, outside the sphere of entertainment.’

    Listservs

    Becta Games in Education: A practical information-sharing forum for those interested in examining the potential of computer and video games in education: archives are available to members.

    Games In Learning: part of the Games in Learning Project.

    Serious Games: This list encompasses a wide range of discourse within this area but most is focused on education, training, as well as policy and management exploration initiatives.

    Books, articles and reports
    Amory, A., Naicker, K., Vincent, J., & Adams, C. (1999) The use of computer games as an educational tool: identification of appropriate games types and game elements, British Journal of Educational Technology, 30(4), 311-321.

    Clark, A (2005) Learning by Doing: A Comprehensive Guide to Simulation, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences, Pfeiffer Wiley.

    Gee, JP (2003). What Video Games have to Teach Us about Learning and Literacy. London: Palgrave Macmillan.

    Kafai, Y. B. (2001) The Educational Potential of Electronic Games: From Games-To-Teach to Games-To-Learn

    Kirriemuir, J., & McFarlane, A. (2004) Literature Review in Games and Learning, Bristol: NESTA Futurelab.

    Loftus, G. R., & Loftus, E. F. (1983) Mind at Play. The Psychology of Video Games, New York: Basic Books.

    Malone, T. W. (1981) ‘Toward a Theory of Intrinsically Motivating Instruction’, Cognitive Science, 5(4), 333-369.

    Malone, T. W., & Lepper, M. R. (1987) ‘Making Learning Fun: A Taxonomy of Intrinsic Motivations for Learning’, In R. E. Snow & M. J. Farr (Eds.), Aptitute, Learning and Instruction: III. Conative and affective process analyses, Hilsdale, NJ: Erlbaum, pp. 223-253.

    Prensky, M (2001) Digital Game-Based Learning, New York: McGraw-Hill.

    Papert, S. (1998) Does Easy Do It? Children, Games and Learning, Game Developer, June 1998, 87-88.

    Reiber, L. P., Luke, N., & Smith, J. (1998) Project KID DESIGNER: Constructivism at work through play, Middle School Computer Technology Journal, Meridian, 1(1).

    Reiber, L. P., & Matzko, M. J. (2001). Serious design of serious play in physics. Educational Technology, 41(1), 14-24.

    Sandford, R. and B. Williamson (2005) ‘Games and Learning‘ Future Lab, National Endowment for Science Technology and the Arts.

    Trushell, J., Burrell, C., & Maitland, A. (2001) ‘Year 5 pupils reading an “Interactive Storybook” on CD-ROM: losing the plot?’, British Journal of Educational Technology, 32(4), 389-401.

    more at Ren Reynolds online bibliography of game studies

    Online dissertations

    Squire, K (2004). Replaying History: Learning World History Through Playing Civilization III. PhD dissertation.

    Egenfeldt-Nielsen, S (2005). Beyond Edutainment: Exploring the Educational Potential of Computer Games. [pdf]

  2. 2 Jeremy Douglass

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    Christy, this is a great resource! Would you be willing to make a copy of this list as a page on the front menu? It would be good to grow it (I’ll add some things when I have time….)

  3. 3 Christy Dena

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    Alrighty, I’ve created a special page for my links on Games & Pedagogy. Everyone, please feel free to contribute.

  4. 4 Christy Dena

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    Added links to Games & Pedagogy page, with helpful suggestions by Tony Forster.

  5. 5 Christy Dena

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    Added listing of papers on ‘Game-based learning’ from the e-learning centre to .

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