Teachingmedialiteracy.com: A Web-Linked Guide to Resources and Activities

 Chapter 2: Adolescents’ uses of new digital media

[2.1] Adolescents’ Uses of New Media in Media Education

[2.2] Literacies through the Use of New Media

[2.3] Learning to Make Connections

[2.4] Engaging in Inquiry-Based Critical Literacy through Blogs and Wikis

[2.5] Video Games and Problem-Solving Strategies

[2.6] Engaging in Critical-Inquiry Learning through Webquests

[2.7] Employing Webquests in the Classroom

[2.8] Further Online Resources for Integrating the Web into Media Studies

[2.9] General Use of the Internet in Education

[2.10] Organizations that Promote the Use of Technology in Schools

[2.11] Web-based Resources for Teaching Media Literacy

[2.12] References

Chapter 2

[2.5] Video Games and Problem-Solving Strategies

[2.5.1] In a University of Minnesota Digital Media Center "Tech Talk" program on computer games, Kurtis Scaletta described a popular older game, Myst.

[2.5.2] Henry Jenkins: interview on PBS: Reality Bytes: Eight Myths About Video Games Debunked:

[2.5.3] Gee, J. P.  (2005). The classroom of popular culture: What video games can teach us about making students want to learn. Harvard Education Letter

[2.5.4] Henry Jenkins discusses issues of gender and games in "Complete Freedom Of Movement": Video Games As Gendered Play Spaces.

[2.5.5] David Leonard, in "Live in your world, play in ours": Race, video games, and consuming the other, discusses the often-stereotyped racial representations in video games.

[2.5.6] Fan sites for video games

[2.5.7] Wikipedia: Computer and Video Games

[2.5.7a] Everquest

[2.5.7b] Lineage II

[2.5.7c] Civilization III

[2.5.7d] Second Life

[2.5.7e] Links to MMORPG games

[2.5.7f] Links to MMORPG games

[2.5.7g] Wikipedia: MMORPG

[2.5.7h] Social impact games

[2.5.7i] eELECTIONS

[2.5.8] Scott Wilson-Barnard, of the University of Minnesota Digital Media Center, cites some examples of games and simulations developed using Flash MXTM that are designed to foster learning.

[2.5.9] One example he cites is on the PBS NOVA site: Build a Rice Paddy.

[2.5.10] See Kurtis Scaletta's examples of games developed with Flash™ or Authorware™.

Links related to video/computer games:

[2.5.11]Google: links to video game sites
[2.5.12] Clips/trailers of video games
[2.5.13] Game Nation television program: reviews/discussions
[2.5.14] Yahoo: free games
[2.5.15] Computer Games: online games
[2.5.16] Apple: game trailers/clips
[2.5.17] Electronic Arts: major games producer
[2.5.18] The Sims
[2.5.19] SONY Playstation
[2.5.20] Games Domain
[2.5.21] Computer Simulation games

Organizations and magazines with further resources and information on games

[2.5.22] Game Culture: articles on cultural aspects of games
[2.5.23] Computer Games Magazine
[2.5.24] Game Studies: journal of research on games
[2.5.25] Center for Computer Game Research
[2.5.26] Digital Games Research Association
[2.5.27] Game Culture and Technology Lab
[2.5.28] Discussion of a documentary on video games

[2.5.28a] Orisinal: free Web-based games
[2.5.28b] Beverley Ferrell: Games-Gaming-Sims for Education: extensive links on games
[2.5.28b] Kim Gregson: Computer Game Related Sites
[2.5.28c} Blog: Buzzcut: Critical Video Game Theory
[2.5.28d] EducationArcade: MIT/University of Wisconsin: research on games
[2.5.28e] GameBlogs: selected posts from blogs on games
[2.5.28f] Computer Games Magazine

References on games (some provided by Kurtis Scaletta)

[2.5.29] British Educational Communications and Technology Agency (2002). Information sheet on computer games to support learning.

[2.5.30] (2001). Video Games in Education

[2.5.31] M/Cyclopedia of New Media: Computer Games: Education

[2.5.32]  Simulations and Games for Education

[2.5.32a] Michael Young, P. G. Schrader, and Dongping Zheng, MMOGs as Learning Environments: An Ecological Journey into Quest Atlantis and The Sims Online. Innovate.

[2.5.33] Kafai, Y. B. (2001). The educational potential of electronic games: from games-to-teach to games-to-learn. Paper presented at Playing By The Rules, Chicago, IL.

[2.5.34] Mount, P. (2001). Gameplay: the elements of interaction. Master's thesis. Liverpool, John Moores University.

[2.5.35] Prensky, M. (2000). Digital game-based learning. New York: McGraw Hill.

[2.5.35a] Kirriemuir, J. & McFarlane, A. (2004). Literature review in games and learning. Bristol: Nestafuturelab.

[2.5.35b] WikiBooks: Computer and Video Games Bookshelf

Related sites: New Media Studies:

[2.5.36]Institute for New Media Studies, U of M
[2.5.37] Center for Cyberculture Studies
[2.5.38] New Media Studies
[2.5.39] Journal of New Media & Culture
[2.5.40] Center for History and the New Media, George Mason
[2.5.41] Columbia Center for New Media Teaching and Learning
[2.5.42] The New Literacies Archive: Readingonline.org
[2.5.43] Students Find their Voices through Multimedia

[2.5.44]  Myspace: online personal site

[2.5.45] Facebook: online personal site limited to registered students/alumni of specific schools

[2.5.46] Friendster: online personal site

40 million Americans visited at least one online dating site in August 2003, sites such as:

[2.5.47] Yahoo! Personals

[2.5.48] Match.com

[2.5.49] FriendFinder

[2.5.50] Udate

[2.5.51] eHarmony

[2.5.52] Matchmaker

[2.5.56] Identity and Deception in the Virtual Community, Judith Donath, MIT Media Lab report on identities in virtual communities.

[2.5.57] Online Identities: The Centred vs. The Decentred Self, by Alan Reed

Free online course management systems:

[2.5.58] Tappedin.org 

[2.5.59]  Moodle.org

[2.5.60]  Nicenet.org

For further reading

Alvermann, D. (Ed.). (2002). Adolescents and literacies in a digital world. New York: Peter Lang.

Bolter, J. D. (2001). Writing space: Computers, hypertext, and the remediation of print (2nd ed.). Mahwah, NJ: Erlbaum.

Bruce, B. C. (1997). Literacy technologies: What stance should we take?. Journal of Literacy Research, 29, 289-309.

Everett, A., & Caldwell, J. (Eds.). (2003). New media: Theories and practices of digitextuality. New York: Routledge.

Harries, D. (Ed.). (2002). The new media book. London: British Film Institute.

Herman, A., & Swiss, H. (eds). (2000). The world wide Web and contemporary cultural theory. New York: Routledge.

Hillis, K. (1999). Digital sensations: Space, identity, and embodiment in virtual reality. Minneapolis: University of Minnesota Press.

Kolko. B. (Ed.) (2003). Virtual publics: Policy and community in the electronic age. New York: Columbia University Press.

Lister, M., Dovey, J., Giddins, S., Grant, I., & Kelly, K. (Eds.) (2003). New media. New York: Routlege.

Murray, J.H. (1997). Hamlet on the holodeck: The future of narrative in cyberspace. New York: Free Press.

Reinking, D., McKenna, M.C., Labbo, L.D., & Kieffer, R.D. (Eds.). (1998). Handbook of literacy and technology: Transformations in a post-typographic world. Mahwah, NJ: Erlbaum.

Shyles, L. (Ed.). (2002). Deciphering cyberspace: Making the most of digital communication technology. Thousand Oaks, CA: Sage.

Tyner, K. (1998). Literacy in a digital world. Teaching and learning in the age of information. Mahwah, NJ: Erlbaum.

Vorderer, P., & Bryant, J.  (Eds.).  (2006).  Playing computer games: Motives, responses, and consequences. Mahwah, NJ: Lawrence Erlbaum Associates.


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