edtech 504 annotated bibliography

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Selected Research on Game-Based Learning and Education Gamification: An Annotated Bibliography By Jamie Doiron for EDTECH 504 This annotated bibliography contains 8 articles pertaining to gamebased learning (GBL) and its roots in constructivist and behaviorist learning theories. The entries contain a variety of perspectives on the subject as well as case studies and examples of GBL in action. Additionally, some entries recommend how GBL can be adopted in schools, even in times of economic hardship. Yam San, C., & Tan, K. (2012). Becoming Chemists through Gamebased Inquiry Learning: The Case of Legends of Alkhimia. Electronic Journal Of ELearning, 10(2), 185198. Dr. Chee Yam San is currently an associate professor in the Learning Sciences & Technologies Academic Group and the Learning Sciences Lab at the National Institute of Education, Nanyang Technological University. His research focuses on new media, specifically in the area of gamebased learning and he has developed several educational games. Dr. Kim Chwee Tan is also an associate professor at the National Institute of Education in Singapore. His main area of research focuses on students’ understanding of science concepts as well as the development of science curriculum. This article successfully demonstrates that gamebased inquiry learning can improve student understanding and comprehension in a science classroom. It is based on a study of students who used a game to learn chemistry and compares their pre and post test scores with a control group who did not use the game. Compared to other articles on gamebased learning, it is similar in that it provides a case study and connects the results to existing educational theory. This is related to my research focus because it examines how and why gamebased learning can be used to improve student engagement and achievement in school. Foti, L. T., & Hannafin, R. D. (2008). Games and Multimedia in Foreign Language Learning. International Journal Of Emerging Technologies In Learning, 3(3), 4044. Dr. Robert Hannafin is currently an associate professor of learning technology at the University of Connecticut. He received his Ph.D. in learning and instructional technology from Arizona State University. L. T. Foti has taught Chinese at Harvard University and Yale University. This article discusses online instructional design in the context of Chinese language education. Interestingly, the authors discovered through a case study that students given a story context for the online activities did not perform significantly better on assessments than students who did

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Annotated Bibliography for EDTECH 504 at Boise State University

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Page 1: EDTECH 504 Annotated Bibliography

Selected Research on Game-Based Learning andEducation Gamification: An Annotated

BibliographyBy Jamie Doiron for EDTECH 504

This annotated bibliography contains 8 articles pertaining to game­based learning (GBL)and its roots in constructivist and behaviorist learning theories. The entries contain a variety ofperspectives on the subject as well as case studies and examples of GBL in action. Additionally,some entries recommend how GBL can be adopted in schools, even in times of economichardship.

Yam San, C., & Tan, K. (2012). Becoming Chemists through Game­based Inquiry Learning: TheCase of Legends of Alkhimia. Electronic Journal Of E­Learning, 10(2), 185­198.

Dr. Chee Yam San is currently an associate professor in the Learning Sciences &Technologies Academic Group and the Learning Sciences Lab at the National Institute ofEducation, Nanyang Technological University. His research focuses on new media, specificallyin the area of game­based learning and he has developed several educational games. Dr. KimChwee Tan is also an associate professor at the National Institute of Education in Singapore. Hismain area of research focuses on students’ understanding of science concepts as well as thedevelopment of science curriculum. This article successfully demonstrates that game­basedinquiry learning can improve student understanding and comprehension in a science classroom.It is based on a study of students who used a game to learn chemistry and compares their preand post test scores with a control group who did not use the game. Compared to other articleson game­based learning, it is similar in that it provides a case study and connects the results toexisting educational theory. This is related to my research focus because it examines how andwhy game­based learning can be used to improve student engagement and achievement inschool.

Foti, L. T., & Hannafin, R. D. (2008). Games and Multimedia in Foreign Language Learning.International Journal Of Emerging Technologies In Learning, 3(3), 40­44.

Dr. Robert Hannafin is currently an associate professor of learning technology at theUniversity of Connecticut. He received his Ph.D. in learning and instructional technology fromArizona State University. L. T. Foti has taught Chinese at Harvard University and Yale University.This article discusses online instructional design in the context of Chinese language education.Interestingly, the authors discovered through a case study that students given a story context forthe online activities did not perform significantly better on assessments than students who did

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not receive a story context. The authors recommend that instructional designers need to avoidincluding unnecessary information. This article seems to contradict other research ingame­based learning that suggests a story context is a powerful motivator for students and candrive engagement and achievement. This is related to my research focus because a largecomponent of game­based learning is about how game concepts, such as a story line, can beleveraged in the classroom setting.

Forsyth, E. (2012). Learning Through Play: Games and Crowdsourcing for Adult Education.Aplis, 25(4), 166­173.

Ellen Forsyth is a consultant for Public Library Services at the State Library of New SouthWales in Australia and organized the first games and libraries seminar in Australia. She also theco­leader of The Bookends Scenarios, a Report on Alternative Futures for the Public LibraryNetwork. This article discusses how games and crowdsourcing can be part of ongoing learningsupports for adults and communities. She advocates that game concepts for learning used onchildren can be applied to adults and believes that the library should be the creator and managerof these opportunities. I believe that this would require a dramatic increase in funding andresearch, but perhaps the public library situation in Australia is dramatically different than that inthe US. This is related to my research focus because it explores additional ways that gameconcepts can be applied to non­game activities, which is the basis for the concept ofgamification. This article is unique in that it discusses game­based learning in an adultcommunity rather than a traditional school setting.

Chee Siang, A., Avni, E., & Zaphiris, P. (2008). Linking Pedagogical Theory of Computer Gamesto Their Usability. International Journal On E­Learning, 7(3), 533­558.

Chee Siang Ang is a lecturer in Multimedia and Digital Systems at the School ofEngineering and Digital Arts at the University of Kent and holds a Ph.D. in social gaming.Panayiotis Zaphiris is an Associate Professor at the Department of Multimedia and Graphic Artsat the Cyprus University of Technology and received a Ph.D. at Wayne State University inHuman Computer Interaction. Einav Avni is associated with City University in London. This articleexamines what games are and breaks a game down into its elements. These elements are thentied to existing learning theories. I agree with the way the article analyzes games according tolearning theory and believe that this will be extremely valuable in my research because it linksemerging educational technology to widely­adopted educational theory and practice. Similar toother articles that I have read, this one connects game­based learning to existing educationaltheory, but it is different in that it does this much more extensively.

O'Mara, J. (2012). Process drama and digital games as text and action in virtual worlds:

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developing new literacies in school. Research In Drama Education, 17(4), 517­534.doi:10.1080/13569783.2012.727624

JoAnne O’Mara is a senior lecturer in the school of education at Deakin University inAustralia. She chairs the English teaching method subjects and teaches the masters researchunits. Her research interests include digital games. She received her Ph.D. from GriffithUniversity in Brisbane, Australia. This article discusses digital gaming in the context of a dramaclass. These are two things that I do not normally associate with one another, but that is why Ichose this article. It includes case studies about learning from computer games and shetheorizes new possibilities for using computer games to enhance literacy. I like that this articlediscusses a model for how to apply games to curriculum, which is unlike some of the otherarticles that I have researched in that it is very practical.

Erenli, K. (2013). The Impact of Gamification. International Journal Of Emerging Technologies InLearning, 8(1), 15­21. doi:10.3991/ijet.v8iS1.2320

Kai Erenli is the director of studies for film, tv and media production at the University ofApplied Sciences in Vienna, Austria. His research fields include computer law, intellectualproperty, media law, virtual worlds, and collaborative workspaces and methods. This paperdiscusses the history of the term “gamification” and examines the impact that it can have onteaching. Similar to the article by O’Mara, this publication attempts to provide scenarios for theadoption of gamification in the classroom. I like that is is a more practical than theoreticaldiscussion on the topic and that, unlike many of the other articles I’ve seen, it talks aboutgamification specifically, and not just game­based learning. I selected it for my researchbecause it added to the breadth of information by introducing another related topic to gamebased learning.

Hoge, B., & Hughes, F. (2010). The Pedagogy behind the New Century Energy Game: ThePotential for Transformative PBL. Journal Of Technology Integration In The Classroom,2(3), 11­22.

Dr. Brad Hoge is an Assistant Professor at the University of Houston. Frank Hughes isthe vice president of education and training products at Tietronix and previously worked for NASAas the chief of space flight training. This article discusses a game that was developed for andused by the Houston Independent School District. It describes aspects of the game and tiesthem to constructivist concepts such as project­based learning. I am interested in the area ofproject­based learning and how it relates to concepts such as game­based learning andgamification, which is why I selected this article. Unlike other articles I’ve read, it spends a lotmore time discussing the game itself and its adoption by a school district. It is similar to thearticle by Yam San and Tan in that it includes a case study and some educational theory.

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Whitton, N. (2012). The place of game­based learning in an age of austerity. Electronic JournalOf E­Learning, 10(2), 249­256.

Nichola Whitton is a research fellow at the Education and Social Research Institute atManchester Metropolitan University. Her main focus is on the use of games in higher education.she is also the co­director for the Centre for Research in Technology, Innovation and Play forLearning. This article discusses the benefits of digital games in the classroom and comparestraditional educational games with commercial games. It then proceeds to express concern overeconomic pressures on education and presents alternative, less expensive ways to adopt thetheory and practice behind computer games. One key point that I am interested in and agreewith is that one option is to give the learners the ability to create their own games instead ofplaying them as a way to enhance learning. I like that this paper discusses the theory behindgame­based learning in the context of economic factors, which is totally different from otherarticles that I’ve read on the subject. I chose it for my research because of this uniqueperspective.