Salen & Zimmerman (2004). Rules of Play: Game Design Fundamentals (Ch. 3, 7, 8, 9, 11, 12, 13)

Salen, K., & Zimmerman, E. (2003). Rules of Play: Game Design Fundamentals. The MIT Press. Advertisements

Conceptual Change Takes Time: Game Based Learning Cannot be Only Supplementary Amusement (Ketamo & Kiili, 2010)

Ketamo, H. & Kiili, K. (2010). Conceptual Change Takes Time: Game Based Learning Cannot be Only Supplementary Amusement. Journal of Educational Multimedia and Hypermedia, 19(4), 399-419. Learning games, if designed well, may serve as effective learning tools supporting knowledge construction (e.g. Kiili, 2007; Lainema & Makkonen, 2003; Gee, 2003; Amory, 2001; Prensky, 2001). In this … Continue reading

Learning Factors Analysis (Cen, Koedinger, & Junker, 2006)

Cen, H., Koedinger, K., Junker, B.  Learning Factors Analysis – A General Method for Cognitive Model Evaluation and Improvement. the 8th International Conference on Intelligent Tutoring Systems. 2006. Pages 12.(download) In this paper, the authors describe a semi-automated method for improving a cognitive model called Learning Factors Analysis that combines a statistical model, human expertise and a combinatorial search.

Reflected Appraisals, Academic Self-Perceptions, and Math/Science Performance During Early Adolescence (Bouchey & Harter, 2005)

Bouchey, H. A., & Harter, S. (2005). Reflected Appraisals, Academic Self-Perceptions, and Math/Science Performance During Early Adolescence. Journal of Educational Psychology, 97(4), 673-686. doi:10.1037/0022-0663.97.4.673 The authors investigate whether or not middle school students’ reflected appraisals of competence, support, and importance were linked to their own corresponding self-perceptions. More specifically, do adolescents’ self perceptions mediate the … Continue reading

G4LI’s Jan Plass and Bruce Homer Google TechTalk

Games for Learning Institute Co-Director Jan Plass and Co-PI Bruce Homer presented a TechTalk on the research and design of learning games at Google recently. I recommend starting about 24 minutes in! [my notes are below] Four main functions of learning games – prepare for future learning – for specific learning goals (content & skills) … Continue reading

Data Mining for Generating Hints in a Python Tutor (Dominguez, Yacef, K., & Curran, 2010)

Dominguez, A. K., Yacef, K., & Curran, J. R. (2010) Data Mining for Generating Hints in a Python Tutor. In Baker, R.S.J.d., Merceron, A., Pavlik, P.I. Jr. (Eds.) Proceedings of the 3rd International Conference on Educational Data Mining, 91-100. Retrieved from http://educationaldatamining.org/EDM2010/uploads/proc/edm2010_submission_34.pdf The authors present a way to use both past and current student data … Continue reading

Can We Get Better Assessment From A Tutoring System Compared to Traditional Paper Testing? (Feng & Heffernan, 2010)

Feng, M., & Heffernan, N. (2010). Can We Get Better Assessment From A Tutoring System Compared to Traditional Paper Testing? Can We Have Our Cake (Better Assessment) and Eat It too (Student Learning During the Test)? Intelligent Tutoring Systems (pp. 309–311). The authors conducted an analysis of ITS data from 1,392 students over two school … Continue reading

An Analysis of the Differences in the Frequency of Students’ Disengagement in Urban, Rural, and Suburban High Schools (Baker & Gowda, 2010)

Baker, R. S. J. &  Gowda, S. M. (2010). An Analysis of the Differences in the Frequency of Students’ Disengagement in Urban, Rural, and Suburban High Schools. In Baker, R.S.J.d., Merceron, A., Pavlik, P.I. Jr. (Eds.) Proceedings of the 3rd International Conference on Educational Data Mining, 11-20. Retrieved from http://educationaldatamining.org/EDM2010/uploads/proc/edm2010_submission_25.pdf The authors examine how students … Continue reading

A Pac-Man theory of motivation (Bowman, 1982)

Bowman, R. F. (1982). A Pac-Man theory of motivation. Tactical implications for classroom instruction. Educational Technology, 22(9), 14–17. In this article, Bowman discusses the intrinsic, extrinsic and “means-ends” motivational supports of video games and arcades, using Pac-Man as an example. Interviews with “arcadians” formed the basis of many of Bowman’s conclusions.

Using heuristics to evaluate the playability of games (Desurvire, Caplan, & Toth, 2004)

Desurvire, H., Caplan, M., & Toth, J.A. (2004). Using heuristics to evaluate the playability of games. In Extended Abstracts of the 2004 Conference on Human Factors in Computing Systems. ACM Press, New York, 1509-1512. The authors present a set of design heuristics specific to the evaluation of videogames. The usefulness of these heuristics was examined by comparing … Continue reading