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Literature

Writings in prose or verse.

  • A Lesson for Parents: How Kids Learn to Cooperate in Video Games
    I want to illustrate here how computer and video game playing, can have positive effects on kids. This includes even the “addictive” game playing associated with many of these games.
  • Do They REALLY Think Differently?-- Neuroscience Says Yes
    In Digital Natives, Digital Immigrants: Part I, Prensky "discussed how the differences between our Digital Native students and their Digital Immigrant teachers lie at the root of a great many of today’s educational problems. I suggested that Digital Natives’ brains are likely physically different as a result of the digital input they received growing up.
  • Games & Sims in Online Education
    A zipped file of a draft of the book edited by Gibson, Aldrich and Prensky.
  • In Educational Games, Complexity Matters.
    Prensky's goal in this article "is to fill in – to the extent one can without actually playing the games – this important “blind spot” in adults’ knowledge of their kids’ games. In doing so I hope to help all unaware parents, and teachers and other adults (whom I often call “Digital Immigrants” since they were born too early for this technology to be “theirs” in a Native way) understand what these new “complex” games are, and why they are so important to our kids, to education, and, ultimately, to us all.".
  • Really Good News About Your Children’s Video Games
    Research published by University of Rochester neuroscientists C. Shawn Green and Daphne Bavelier has grabbed national attention for suggesting that playing “action” video and computer games has positive effects – enhancing student’s visual selective attention.
  • simSchool – The Game of Teaching
    This article is the print version on the online article available at Horizon's Innovate: Journal of Online Education, at this address: http://www.innovateonline.info/index.php?view=article&id=173 We encourage you to look through their archives for great articles on technology and learning.
  • simSchool: A complex systems framework for modeling teaching and learning - Gibson
    SimSchool, a network-based training and assessment application for teachers, offers a game-like computational framework that represents the actions and dynamics of classroom teaching and learning. The online simulator offers teachers transferable practice in key instructional planning, diagnostic and interpersonal communication activities involved in teaching in a classroom environment.
  • The Motivation of Gameplay
    The reason computer games are so engaging is because the primary objective of the game designer is to keep the user engaged. They need to keep that player coming back, day after day, for 30, 60 even 100+ hours, so that the person feels like he has gotten value for his money (and, in the case of online games, keeps paying.) That is their measure of success.
  • The New Core of Leadership
    According to author Clark Aldrich "Leadership requires timing, intuition, and personalization. It’s about the when and the how, not just the what.
  • The Seven Games of Highly Effective People, How playing computer games helps you succeed in school, work and life
    Can the game playing about which we hear so much criticism and negative press produce results that are not only positive, but lead to game players being “highly successful?” It can and does, with the effects already showing up in business, the professions and the military.
  • Van Eck's Suggested Readings
    This bibliography contains a list of suggested readings by Richard Van Eck (see http://www.educause.edu/PeerDirectory/750?ID=120000).
  • Video Games in Education
    Computer and video games are a maturing medium and industry and have caught the attention of scholars across a variety of disciplines. By and large, computer and video games have been ignored by educators.
  • What Kids Learn That’s POSITIVE From Playing Video Games
    While it is possible to adjust the content of video and computer games to be more in synch with social or teaching objectives – and in some instances this is already happening – a lot of positive learning goes on even with the current content. In fact, as a learning tool, computer and video games may be the most powerful mechanism ever known.
  • “Engage Me or Enrage Me”, What Today’s Learners Demand
    These students are convinced that school is totally devoid of interest and totally irrelevant to their life. In fact, they find school much less interesting than the myriad devices they carry in their pockets and backpacks.
  • “Modding” – The Newest Authoring Tool
    Based on today’s young people’s (Prensky calls them Digital Natives) “participatory” philosophy – i.e. that it is more fun to create than to merely receive – commercial-off-the-shelf (COTS) games increasingly provide tools – right on the CD – that allow players, at no cost, to change the look, feel, characters and action of the games to suit their needs, even to the point of creating entirely new games in the process.

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