Bibliography
















 *  News **** Articles & Research **
 * Title || Description ||
 * [|Creating Games as Reader Response and Comprehension Assessment] || This article touches on games as a form of assessing reader's comprehension. The conclusion of the study states "Games were found to be useful as an assessment tool as well as an effective teaching strategy and learning instrument. The games indicated high levels of affective, cognitive, and textual parameters. Games encouraged collaboration, improved retention, promoted student interest, facilitated higher cognitive skills, allowed for effective problem solving, provided direct applications of knowledge, helped students synthesize information, and made students into decision makers." ||
 * [|Consensus reached: video game is educational complement] || "Video games in virtual educational environments are a complement to traditional teaching for the student". Playing and studying are not incompatible activities. A team of researchers from Madrid's Complutense University (UCM) looks to integrating virtual graphic adventures into online education platforms and analyzes the educational and technological aspects that they should have to promote expansion. ||
 * [|Incorporating Games into the Curriculum to Elicit Active Learning] || Suzanne Nelson’s classroom is a flurry of activity in which students turn scientific papers into games. That’s right, Nelson’s students are responsible for creating games that reinforce concepts found in rigorous scientific papers and then lead their classmates in playing that game. Students use a variety of skills sets and approaches to learning to solve puzzles, remember data, and incorporate it into the game on behalf of the team. Students are also able to bring aspects of their background or personal interests into the classroom through their design. The diversity of Nelson’s students and the various ways they approach the topics at hand is what drives the success of gaming and learning. ||
 * [|The Art and Science of Teaching/ Using Games to Enhance Student Achievement] || Games are a regular part of students' lives, no matter what their grade level. Students play games throughout the day on their computers, the Internet, and their cell phones. One of the few places they don't regularly play games is in their classrooms. Although some teachers use games as a part of their instructional repertoire, most teachers do not, and those who do include them may not be using them to their potential. Over the last five years, I have had the opportunity to examine the influence of academic games in a variety of classes and subject areas. I have been involved in more than 60 studies conducted by classroom teachers on the effects of games on student achievement. These studies showed that, on average, using academic games in the classroom is associated with a 20 percentile point gain in student achievement. This is a relatively strong finding. ||
 * [|Learning to Play or Playing to Learn - A Critical Account of the Models of Communication Informing Educational Research on Computer Gameplay] || The proliferation of networked computers, gaming consoles such as the Sony PlayStation, Microsoft Xbox and Nintendo Gamecube and handheld devices such as the Nintendo DS and Sony PSP, have made computer gaming part of mainstream culture. This has also resulted in a renewed interest in this topic among educational researchers. By paying serious attention to how players make sense of what they do, including the resources they draw on in the process, I believe that we as educational researchers can provide more realistic accounts of what computer gaming is about, how computer games might be used in order to facilitate learning in schools, and what, in fact, people learn when engaged in activities of computer game play. ||

 **Useful Textbooks For Teachers** = = ||= Susan Schroeder ||= <span style="font-family: Arial,Helvetica,sans-serif;">In this book, Susan includes 30 of her favorite and most successful games. For example, “Guessword” helps students recall terms and characteristics associated with them; “Picture This” helps with reviewing information that can be visually described, allowing students to be creative and artistic at the same time; “The Classification Game” introduces students to animal diversity and how scientists classify and categorize, while “Baloney” introduces difficult terminology. 30 pp., spiral-bound. ||= || = = ||= <span style="font-family: Arial,Helvetica,sans-serif;">David Hutchison ||= //Playing to Learn: Video Games in the Classroom// is one of first practical resources that helps teachers integrate the study of video games into the classroom. The book is comprised of over 100 video game related activity ideas appropriate for Grades 4 to 12. Virtually every subject area is addressed. The book is augmented with several discussion articles contributed by scholars, journalists, and bloggers who routinely write about video games. In addition, the book includes dozens of activity modification and extension ideas, Web links, data tables, and photos. ||= <span style="font-family: Arial,Helvetica,sans-serif; line-height: 0px; overflow-x: hidden; overflow-y: hidden;"> || Vocabulary Games For The Classroom = = ||= <span style="font-family: Arial,Helvetica,sans-serif;">Lindsay Carleton and Robert J. Marzano ||= <span style="font-family: Arial,Helvetica,sans-serif;">Strong vocabulary is a vital foundation needed all academic subject areas. Unfortunately, learning vocabulary is not always enjoyable or easy for students. Vocabulary Games for the Classroom provides K-12 teachers with thirteen games designed to build academic vocabulary. While these games are certainly fun, and teachers should capitalize on the energy and excitement they generate, they should also be seen as one part of a systematic approach to direct vocabulary instruction. These vocabulary lists include terms for four different content areas language arts, math, science, and social studies across all grade levels. ||= || = = ||= <span style="font-family: Arial,Helvetica,sans-serif;">Young Baek ||= <span style="font-family: Arial,Helvetica,sans-serif;">In order to effectively use games in the classroom, teachers and parents need to agree on games positive functions toward students learning, decide and select good educational games relevant to content and tasks in the classroom, and disseminate their acquired knowledge into the teaching field. <span style="font-family: Arial,Helvetica,sans-serif;">As part of an international dialogue between researchers in educational technology, Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study investigates whether games can motivate students to learn and improve their knowledge and skills. This collection of research aims to inform classroom and pre-service teachers of the potential of games for improving teaching and learning. ||= <span style="font-family: Arial,Helvetica,sans-serif;"> ||
 * = **Title** ||= **Author** ||= **Description** ||= **Picture** ||
 * = How to Incorporate Games into Your Curriculum
 * = Playing to Learn: Video Games in the Classroom
 * = Gaming for the Classroom-Based Learning: Digital Role Playing as a Motivator of Study
 * = <span style="font-family: Arial,Helvetica,sans-serif;">A Celebration of Literature and Response: Children, Books, and Teachers in K-8 Classrooms ||= <span style="font-family: Arial,Helvetica,sans-serif;">Marjorie Hancock ||= <span style="font-family: Arial,Helvetica,sans-serif;">This engaging book applies reader response theory to children's literature methods to help new and experienced teachers best involve kindergarteners through eighth graders in literature and literacy. Authentic student responses open chapters, book clusters and the accompanying CD database of children's literature provide guidance for involving students with literature, and Literature Resources on the Web guide users to lesson plans, standards, author interviews, projects, and other Internet resources to enrich teaching. For teachers of Children's Literature. ||= <span style="font-family: Arial,Helvetica,sans-serif;">[[image:http://ecx.images-amazon.com/images/I/61N00IFavTL.jpg width="126" height="217"]] ||
 * = <span style="font-family: Arial,Helvetica,sans-serif;">Instant Independent Reading Response Activities: 50 Fun, Reproducible Literature-Response Activities and Graphic Organizers-for ANY BOOK-That Help ... Reading and Build Important Skills ||= <span style="font-family: Arial,Helvetica,sans-serif;"> Laura Witmer ||= <span style="font-family: Arial,Helvetica,sans-serif;"> Boost reading comprehension with 50 engaging, ready-to-use literature-response activities that kids can use with any book! Includes easy-to-follow directions and reproducible activity sheets so kids can complete their work on their own. An instant way to enhance your independent reading program, build key reading and writing skills and watch your students' enthusiasm for reading grow! ||= [[image:http://ecx.images-amazon.com/images/I/61BS3SZUKWL._SX260_PJlook-inside-v2,TopRight,1,0_SH20_.jpg width="146" height="190" align="center"]] ||

//This site provides excellent rationale for incorporating games into literacy. The author points out a lot of interesting concepts.// ||
 * <span style="color: #5aedb9; font-family: 'Courier New',Courier,monospace; font-size: 130%;"> Useful Sites For Teachers **
 * ** Site **
 * (Hyperlinked) ** || ** Description ** ||
 * =<span style="font-family: Arial,Helvetica,sans-serif; font-size: 70%;">[|5 Brilliant ‘Design Your Own Game’ Websites for Students] = || This site lists and describes five different sites that will allow students to make their own game as a source of reader's response. ||
 * [|Teachers Pay Teachers] || This link has a variety of sources- some free/some not free but all amazing and helpful. Just search for what you need! ||
 * [|Four Ways to Teach With Video Games] || This article attempts to broaden horizons and encourage experimentation with games in the classroom by providing a basic taxonomy of four ways to teach with games, supported in each case by examples from the literature and notes about the strengths, weaknesses and challenges inherent in each approach. ||
 * [|Online Educational Games For Classroom and Home Practice] || Games have long been a favorite activity for children. In our digital, media rich world today, gaming has become a huge industry for not only children, but adults as well. In the classroom educational games can be used to introduce and/or practice skills. Students become highly motivated when playing online computer games. There are so many amazing FREE online games out there that you can easily add to your class website or use on your interactive whiteboard. ||
 * [|Games in the ESL & EFL Classroom] || This site provided explicit detail on what games are, how they are used in the classroom, when they should be used, and the advantages of using games in the classroom. This will be a helpful site for teachers who need more "convincing" that games can be a great asset in the classroom if used properly. ||
 * [|Why Use Games in the Language Classroom?] || //'Language learning is hard work... Effort is required at every moment and must be maintained over a long period of time. Games help and encourage many learners to sustain their interest and work.'//

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