The Design and Use of Simulation Computer Games in Education

This chapter reports the design of an instructional simulation for use as a museum display that incorporates elements of game design theory, narrative theory, and instructional theory within a layered design framework. The purpose is to show how multiple theories from distinct fields converge to influence a single design and to show how design elements arising from different theories work together to produce artifacts capable of operating outside narrow views of the theory’s traditional venue and metaphor. The chapter will show how the structures supplied by the different theories combined to provide a “discipline” (Schön, 1987) for the design and how theory-related design language terms that begin as abstractions are integrated and given specific dimension during design.

[1]  Peter Gordon,et al.  Games and Simulations in Action , 1978 .

[2]  Michele Knobel,et al.  New Literacies: changing knowledge and classroom learning , 2003 .

[3]  John E. Laird,et al.  Human-Level AI's Killer Application: Interactive Computer Games , 2000, AI Mag..

[4]  Clay Spinuzzi,et al.  Context and consciousness: Activity theory and human-computer interaction , 1997 .

[5]  Chris Crawford,et al.  The Art of Computer Game Design , 1984 .

[6]  Sasha A. Barab,et al.  Grounded constructions and how technology can help , 1998 .

[7]  Susan C. Herring,et al.  Gender and Turn Allocation in a Thai Chat Room , 2006, J. Comput. Mediat. Commun..

[8]  A. Garton,et al.  The effect of peer collaboration on children's problem-solving ability. , 2005, The British journal of educational psychology.

[9]  Michael Barnett,et al.  Electromagnetism Supercharged! Learning Physics with Digital Simulation Games , 2004, ICLS.

[10]  A. Pentland,et al.  Collective intelligence , 2006, IEEE Comput. Intell. Mag..

[11]  Rwey-Lin Shiah The Effects of Computer-Assisted Instruction on the Mathematical Problem Solving of Students With Learning Disabilities , 1994 .

[12]  R. Jayakanthan,et al.  Application of computer games in the field of education , 2002, Electron. Libr..

[13]  William Winn,et al.  Fourteen Propositions about Educational Uses of Virtual Reality. , 1999 .

[14]  Barry Sanders,et al.  A Is for Ox: The Collapse of Literacy and the Rise of Violence in an Electronic Age , 1995 .

[15]  Ken S. McAllister,et al.  Game Work: Language, Power, and Computer Game Culture (Albma Rhetoric Cult & Soc Crit) , 2006 .

[16]  B. Eylon,et al.  LIGHT PROPAGATION AND VISUAL PATTERNS : PREINSTRUCTION LEARNERS' CONCEPTIONS , 1997 .

[17]  Lloyd P. Rieber,et al.  Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games , 1996 .

[18]  Simon Byron,et al.  Game On , 2006 .

[19]  J. Cooper,et al.  Gender and computers : understanding the digital divide , 2003 .

[20]  I. staff Front end , 2002 .

[21]  Walter J. Bisard,et al.  Conceptual astronomy: A novel model for teaching postsecondary science courses , 1997 .

[22]  Allan Collins,et al.  The goal structure of a socratic tutor , 1977, ACM Annual Conference.

[23]  C. Hoffner,et al.  Adolescents' Coping With Frightening Mass Media , 1995 .

[24]  Brian C. Nelson,et al.  A design-based research strategy to promote scalability for educational innovations , 2006 .

[25]  S. Barab,et al.  Eat Your Vegetables and Do Your Homework: A Design­ Based Investigation of Enjoyment and Meaning in Learning , 2005 .

[26]  S. Wineburg,et al.  Historical Thinking and Other Unnatural Acts: Charting the Future of Teaching the Past , 2002 .

[27]  Wayne L. Shebilske,et al.  Virtual Reality: An Instructional Medium for Visual-Spatial Tasks. , 1992 .

[28]  R. Black,et al.  Learning within a Situated Cognition Framework: Implications for Adult Learning. , 1995 .

[29]  Heinz Mandl,et al.  International Perspectives on the Design of Technology-supported Learning Environments , 1996 .

[30]  Constance C. Gerger Social Linguistics and Literacies: Ideology in Discourses. , 1993 .

[31]  Douglas N. Gordin,et al.  Changing how and what children learn in school with computer-based technologies. , 2000, The Future of children.

[32]  M. Welch,et al.  It's in the Bag , 1995 .

[33]  Courtney B. Cazden,et al.  Classroom Discourse: The Language of Teaching and Learning. Second Edition. , 2001 .

[34]  John W. Saye,et al.  Implementation and evaluation of a student-centered learning unit: A case study , 2000 .

[35]  K. Squire From Content to Context: Videogames as Designed Experience , 2006 .

[36]  M. E. Gredler,et al.  EDUCATIONAL GAMES AND SIMULATIONS : A TECHNOLOGY IN SEARCH OF A ( RESEARCH ) PARADIGM , 2002 .

[37]  Sonny E. Kirkley,et al.  Instructional Design Authoring Support for the Development of Serious Games and Mixed Reality Training , 2005 .

[38]  Paul J. Feltovich,et al.  Categorization and Representation of Physics Problems by Experts and Novices , 1981, Cogn. Sci..

[39]  Larry Cuban Oversold and Underused , 2001 .

[40]  John H. Wilson,et al.  Games And Simulations for Training: From Group Activities to Virtual Reality , 2006 .

[41]  Brian C. Nelson,et al.  Design-based Research Strategies for Developing a Scientific Inquiry Curriculum in a Multi-User Virtual Environment , 2005 .

[42]  Ronald E. Anderson Gender and Computers: Understanding the Digital Divide , 2004 .

[43]  Wallace Feurzeig,et al.  Modeling and Simulation in Science and Mathematics Education , 1999, Modeling Dynamic Systems.

[44]  S. Barab,et al.  Constructivism in Practice: A Comparison and Contrast of Apprenticeship and Constructionist Learning Environments , 2001 .

[45]  Andrew S. Gibbons,et al.  Computer-Based Instruction: Design and Development , 1998 .

[46]  E. Hayes Find Out Who You Really Are: Adult Learning In Virtual Worlds , 2002 .

[47]  D. Schoen Educating the reflective practitioner , 1987 .

[48]  E. Soloway,et al.  Creating a Framework for Research on Systemic Technology Innovations , 2004 .

[49]  R. Sawyer The Cambridge Handbook of the Learning Sciences: Introduction , 2014 .

[50]  P. Johnson,et al.  Learning: theory and practice , 1971 .

[51]  Michael K. Thomas,et al.  Our Designs and the Social Agendas They Carry , 2007 .

[52]  C. S. Green,et al.  Action video game modifies visual selective attention , 2003, Nature.

[53]  E. Deci,et al.  Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. , 2000, The American psychologist.

[54]  G. Kress Linguistic Processes in Sociocultural Practice , 1985 .

[55]  John D. Bransford,et al.  The Jasper Project: Lessons in Curriculum, Instruction, Assessment, and Professional Development , 1997 .

[56]  B. Street Cross-Cultural Approaches to Literacy , 1993 .

[57]  Kurt VanLehn,et al.  Andes: A Coached Problem Solving Environment for Physics , 2000, Intelligent Tutoring Systems.

[58]  David Lebow,et al.  Constructivist values for instructional systems design: Five principles toward a new mindset , 1993 .

[59]  David L. Ferguson Advanced educational technologies for mathematics and science , 1993 .

[60]  Paul A. Zoch Doomed to Fail: The Built-in Defects of American Education , 2004 .

[61]  Margaret E Gredler,et al.  Designing and evaluating games and simulations : a process approach , 1992 .

[62]  M. Scardamalia,et al.  Surpassing Ourselves: An Inquiry into the Nature and Implications of Expertise , 1993 .

[63]  H. Barrows Problem‐based learning in medicine and beyond: A brief overview , 1996 .

[64]  GeeJames Paul What video games have to teach us about learning and literacy , 2003 .

[65]  Ellen Wartella,et al.  Historical Trends in Research on Children and the Media: 1900–1960 , 1985 .

[66]  John Kirriemuir Ceangal The relevance of video games and gaming consoles to the Higher and Further Education learning experience , 2002 .

[67]  Mel Slater,et al.  Measuring Presence: A Response to the Witmer and Singer Presence Questionnaire , 1999, Presence.

[68]  Ton de Jong,et al.  Scientific Discovery Learning with Computer Simulations of Conceptual Domains , 1998 .

[69]  A. McFarlane,et al.  Report on the educational use of games , 2002 .

[70]  Henry Jenkins Game Design as Narrative Architecture , 2003 .

[71]  Dorothy Jean Yocom,et al.  A Fun Alternative , 1996 .

[72]  Illah R. Nourbakhsh,et al.  Educational Results of the Personal Exploration Rover Museum Exhibit , 2005, Proceedings of the 2005 IEEE International Conference on Robotics and Automation.

[73]  Kevin M. Leander,et al.  Literacy Networks: Following the Circulation of Texts, Bodies, and Objects in the Schooling and Online Gaming of One Youth , 2006 .

[74]  J. Deloache The development of representation in young children. , 1989, Advances in child development and behavior.

[75]  E. Goffman Interaction Ritual: Essays on Face-To-Face Behavior , 1967 .

[76]  Christopher J. Harvey Waste of time , 1988 .

[77]  B. Nardi Context and consciousness: activity theory and human-computer interaction , 1995 .

[78]  L. Schauble,et al.  Building Functional Models: Designing an Elbow , 1997 .

[79]  J. Casti Would-Be Worlds: How Simulation Is Changing the Frontiers of Science , 1996 .

[80]  J. Frederiksen,et al.  Inquiry, Modeling, and Metacognition: Making Science Accessible to All Students , 1998 .

[81]  C. Batson The Altruism Question: Toward A Social-psychological Answer , 1991 .

[82]  B. Latour Science in action : how to follow scientists and engineers through society , 1989 .

[83]  S. Michaels,et al.  A pedagogy of Multiliteracies Designing Social Futures , 1996 .

[84]  H. Borko Professional Development and Teacher Learning: Mapping the Terrain , 2004 .

[85]  Stephen K. Reed,et al.  A structure-mapping model for word problems. , 1987 .

[86]  J. Bruner Nature and uses of immaturity. , 1972 .

[87]  J. Gumperz Language and social identity: Author index , 1983 .

[88]  B. Nardi Studying context: a comparison of activity theory, situated action models, and distributed cognition , 1995 .

[89]  J. Diamond Guns, Germs, and Steel: The Fates of Human Societies , 1999 .

[90]  James Paul Gee,et al.  话语分析入门 : 理论与方法 = An introduction to discourse analysis : theory and method , 1999 .

[91]  D. d'Auria Six characters in search of an author. , 1997, Occupational medicine.

[92]  Roger C. Schank,et al.  Inside case-based explanation , 1994, Artificial intelligence series.

[93]  E. Goffman,et al.  Forms of talk , 1982 .

[94]  Richard Lehrer,et al.  From Physical Models to Biomechanics: A Design-Based Modeling Approach. , 1998 .

[95]  D. Jonassen Objectivism versus constructivism: Do we need a new philosophical paradigm? , 1991 .

[96]  Jon Ogborn,et al.  Modeling Clay for Thinking and Learning , 1999 .

[97]  Wolff-Michael Rolf Knowledge Diffusion in a Grade 4-5 Classroom during a Unit on Civil Engineering: An Analysis of a Classroom Community in Terms of Its Changing Resources and Practices. , 1996 .

[98]  H. Gardner,et al.  Art, Mind, And Brain: A Cognitive Approach To Creativity , 1984 .

[99]  Geoffrey A. Moore,et al.  Crossing the Chasm , 1991 .

[100]  Woodrow Barfield,et al.  A Conceptual Model of the Sense of Presence in Virtual Environments , 1999, Presence: Teleoperators & Virtual Environments.

[101]  David B. Tyack The One Best System: A History of American Urban Education , 1974 .

[102]  Andrew S. Gibbons,et al.  The Architecture of Instructional Theory , 2008 .

[103]  Nora H. Sabelli,et al.  Complexity, Technology, Science, and Education , 2006 .

[104]  C. Stoffel A cat may look at a king , 1897 .

[105]  J. Lagowski National Science Education Standards , 1995 .

[106]  Kurt Squire,et al.  Design Principles of Next-Generation Digital Gaming for Education. , 2003 .

[107]  D. Knight Ways of seeing , 2015, Nature.

[108]  David Hestenes,et al.  Modeling methodology for physics teachers , 2008 .

[109]  James H. Gray,et al.  Designing for Virtual Communities in the Service of Learning: COMING TO TERMS WITH COMMUNITY , 2004 .

[110]  B. Nardi Activity theory and human-computer interaction , 1995 .

[111]  E. Soloway,et al.  Creating Usable Innovations in Systemic Reform: Scaling Up Technology-Embedded Project-Based Science in Urban Schools , 2000 .

[112]  John D. Bransford,et al.  New approaches to instruction: because wisdom can't be told , 1989 .

[113]  J. Bruner Actual minds, possible worlds , 1985 .

[114]  T. Wells,et al.  Curiouser and curiouser... , 2003, Journal of wound, ostomy, and continence nursing : official publication of The Wound, Ostomy and Continence Nurses Society.

[115]  Staffan Björk,et al.  Pirates: proximity-triggered interaction in a multi-player game , 2001, CHI Extended Abstracts.

[116]  John Kirriemuir,et al.  Video Gaming, Education and Digital Learning Technologies: Relevance and Opportunities , 2002, D Lib Mag..

[117]  J. T Fokkema We have a question , 2003 .

[118]  Andrew Ravenscroft,et al.  Developing and evaluating dialogue games for collaborative e-learning , 2002, J. Comput. Assist. Learn..

[119]  N. Kurtzman,et al.  Everything's got a moral, if only you can find it , 1983 .

[120]  M. Lepper,et al.  Intrinsic Motivation and instruction: conflicting Views on the Role of Motivational Processes in Computer-Based Education , 1985 .

[121]  Larry Cuban Teachers and machines : the classroom use of technology since 1920 , 1986 .

[122]  R. Spiro,et al.  The Art of Multimedia and the State of Education@@@Cognition, Education, and Multimedia: Exploring Ideas in High Technology , 1992 .

[123]  S. Blackmore The Meme Machine , 1999 .

[124]  Michael Barnett,et al.  Designed curriculum and local culture: Acknowledging the primacy of classroom culture , 2003 .

[125]  L. Mosley,et al.  The World Is Flat: A Brief History of the Twenty-First Century , 2005 .

[126]  John D. Bransford,et al.  Teaching Thinking and Problem Solving. , 1986 .

[127]  Chris Dede,et al.  The Evolution of Constructivist Learning Environments : Immersion in Distributed , Virtual Worlds , 1995 .

[128]  Yasmin Kafai Video game designs by girls and boys: variability and consistency of gender differences , 1998 .

[129]  A. Collins,et al.  Epistemic forms and Epistemic Games: Structures and Strategies to Guide Inquiry , 1993 .

[130]  Lisa Galarneau,et al.  Authentic Learning Experiences Through Play: Games, Simulations and the Construction of Knowledge , 2005, DiGRA Conference.

[131]  Marc Prensky,et al.  Digital game-based learning , 2000, CIE.

[132]  Kenneth E. Hay,et al.  The Virtual Exploratorium: Foundational Research and Theory on the Integration of 5-D Modeling and Visualization in Undergraduate Geoscience Education , 2000 .

[133]  J. Roschelle,et al.  Misconceptions Reconceived: A Constructivist Analysis of Knowledge in Transition , 1994 .

[134]  E. Goffman Behavior in public places : notes on the social organization of gatherings , 1964 .

[135]  Brian C. Nelson,et al.  Design-based research strategies for studying situated learning in a multi-user virtual environment , 2004 .

[136]  L. Vygotsky Mind in Society: The Development of Higher Psychological Processes: Harvard University Press , 1978 .

[137]  J. Gee,et al.  Before Every Child Is Left Behind: How Epistemic Games Can Solve the Coming Crisis in Education , 2005 .

[138]  M. Resnick Decentralized Modeling and Decentralized Thinking , 1999 .

[139]  Daisy Mwanza,et al.  Where Theory Meets Practice: A Case for an Activity Theory Based Methodology to Guide Computer System Design , 2001, INTERACT.

[140]  T. Powledge What Is the Hobbit? , 2006, PLoS biology.

[141]  Wolff-Michael Roth,et al.  Bridging the Gap Between School and Real Life: Toward an Integration of Science, Mathematics, and Technology in the Context of Authentic Practice , 1992 .

[142]  Rosa María Baños,et al.  Immersion and Emotion: Their Impact on the Sense of Presence , 2004, Cyberpsychology Behav. Soc. Netw..

[143]  J. Helm,et al.  Essays on the verbal and visual arts , 1968 .

[144]  K Moorthy,et al.  Simulation based training , 2005, BMJ : British Medical Journal.

[145]  M. Linn,et al.  Learning and Instruction: An Examination of Four Research Perspectives in Science Education , 1988 .

[146]  Tomaz Amon,et al.  Simulations and the Future of Learning: An Innovative (and Perhaps Revolutionary) Approach to e-Learning , 2004, J. Educ. Technol. Soc..

[147]  Stellan Ohlsson,et al.  The Round Earth Project-Collaborative VR for Conceptual Learning , 1999, IEEE Computer Graphics and Applications.

[148]  Melanie C. Green,et al.  Narrative impact : social and cognitive foundations , 2003 .

[149]  William Winn,et al.  Learning in Artificial Environments: Embodiment, Embeddedness and Dynamic Adaptation , 2003 .

[150]  Constance Steinkuehler,et al.  Fostering Scientific Habits of Mind in the Context of Online Play , 2006, ICLS.

[151]  Ray Oldenburg,et al.  The great good place : cafés, coffee shops, community centers, beauty parlors, general stores, bars, hangouts, and how they get you through the day , 1991 .

[152]  Elliot Soloway,et al.  Learning theory in practice: case studies of learner-centered design , 1996, CHI.

[153]  Constance Steinkuehler,et al.  Why Game (Culture) Studies Now? , 2006, Games Cult..

[154]  R. Collingwood,et al.  The Idea of History. , 1947 .

[155]  A. R. Jensen Raising IQ without increasing g? A review of the Milwaukee project: preventing mental retardation in children at risk , 1989 .

[156]  A. Ortony,et al.  Similarity and Analogical Reasoning , 1991 .

[157]  Judith Donath,et al.  Identity and deception in the virtual community , 1998 .

[158]  N. Lazzaro Why we Play Games: Four Keys to More Emotion without Story , 2004 .

[159]  D. Entwisle,et al.  Language in the Inner City: Studies in the Black English Vernacular.@@@Sociolinguistic Patterns. , 1975 .

[160]  Jeff Rickel,et al.  Intelligent Virtual Agents for Education and Training: Opportunities and Challenges , 2001, IVA.

[161]  M. Lepper,et al.  Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice. , 1996 .

[162]  C. Vanderbilt The Jasper experiment: An exploration of issues in learning and instructional design , 1992 .

[163]  Craig S. Diggs Technology: A Key to Unlocking At-Risk Students. , 1997 .

[164]  Gilbert Seldes,et al.  The seven lively arts , 1957 .

[165]  John Seely Brown,et al.  Book Reviews : The Social Life of Information By John Seely Brown and Paul Duguid. Boston: Harvard Business School Press, 2000. 320 pages , 2000 .

[166]  Charles M. Reigeluth,et al.  Instructional-Design Theories and Models: A New Paradigm of Instructional Theory , 1999 .

[167]  G. Salomon Distributed cognitions : psychological and educational considerations , 1997 .

[168]  Robert F. Tinker,et al.  Modelling and Theory Building: Technology in Support of Student Theorizing , 1993 .

[169]  Richard N. Van Eck Using Games to Promote Girls' Positive Attitudes Toward Technology , 2006 .

[170]  A. Fraknoi The State of Astronomy Education in the U.S. , 1996 .

[171]  A. Paton,et al.  Medical education 2000. , 1987, Postgraduate medical journal.

[172]  David Autor,et al.  The Skill Content of Recent Technological Change: An Empirical Exploration , 2003 .

[173]  Thomas M. Duffy,et al.  Learner-centered theory and practice in distance education : cases from higher education , 2003 .

[174]  Constance Steinkuehler Massively Multiplayer Online Video Gaming as Participation in a Discourse , 2006 .

[175]  D. Bob Gowin,et al.  Science, Curriculum, and Liberal Education: Selected Essays , 1978 .

[176]  J. Baxter Children's understanding of familiar astronomical events , 1989 .

[177]  LeeNewton Beyond Barbie and Mortal Kombat , 2006 .

[178]  Jerome P. McDonough,et al.  Designer Selves: Construction of Technologically Mediated Identity within Graphical, Multiuser Virtual Environments , 1999, J. Am. Soc. Inf. Sci..

[179]  Chris Dede,et al.  Robust designs for scalability , 2009 .

[180]  Steven Johnson,et al.  Everything Bad Is Good for You , 2005 .

[181]  C. Geertz Deep Play: Notes on the Balinese Cockfight , 2005 .

[182]  Kurt Squire,et al.  The Higher Education of Gaming , 2008, DiGRA Conference.

[183]  Laurie N. Taylor VIDEO GAMES: PERSPECTIVE, POINT-OF-VIEW, AND IMMERSION , 2002 .

[184]  Michele D. Dickey Game Design Narrative for Learning: Appropriating Adventure Game Design Narrative Devices and Techniques for the Design of Interactive Learning Environments , 2006 .

[185]  Sandra L. Calvert,et al.  Production features for intrinsically interesting learning environments , 2003 .

[186]  Seymour Papert,et al.  Mindstorms: Children, Computers, and Powerful Ideas , 1981 .

[187]  E. Pellicer Anchored Instruction and Its Relationship to Situated Cognition , 1990 .

[188]  David Barton,et al.  Literacy: An Introduction to the Ecology of Written Language , 1994 .

[189]  Craig A. Lindley,et al.  The Semiotics of Time Structure in Ludic Space As a Foundation for Analysis and Design , 2005, Game Stud..

[190]  D. Jonassen Learning to Solve Problems: An Instructional Design Guide , 2009 .

[191]  Nora H. Sabelli On Using Technology for Understanding Science , 1994, Interact. Learn. Environ..

[192]  William V. Wright,et al.  A Theory of Fun for Game Design , 2004 .

[193]  Greg Conderman,et al.  State the Facts , 1995 .

[194]  Constance Steinkuehler,et al.  Learning in Massively Multiplayer Online Games , 2004, ICLS.

[195]  Cynthia M. Okolo,et al.  The Effect of Computer-Assisted Instruction Format and Initial Attitude on the Arithmetic Facts Proficiency and Continuing Motivation of Students with Learning Disabilities. , 1992 .

[196]  Elaine M. Raybourn,et al.  Adaptive thinking & leadership simulation game training for special forces officers. , 2005 .

[197]  Ann L. Brown,et al.  How people learn: Brain, mind, experience, and school. , 1999 .

[198]  David F. Treagust,et al.  Students' understanding of light and its properties: Teaching to engender conceptual change , 1992 .

[199]  Amy Bruckman,et al.  Community Support for Constructionist Learning , 2004, Computer Supported Cooperative Work (CSCW).

[200]  Linda B. Smith,et al.  Developmental trends in free classification: Evidence for a new conceptualization of perceptual development , 1977 .

[201]  Richard N. Van Eck Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. , 2006 .

[202]  M. Donald A Mind So Rare: The Evolution of Human Consciousness , 2001 .

[203]  Chris Dede,et al.  The Cambridge Handbook of the Learning Sciences: Scaling Up , 2005 .

[204]  C. Geertz,et al.  The Interpretation of Cultures , 1973 .

[205]  J. C. Herz,et al.  Joystick Nation: How Videogames Ate Our Quarters, Won Our Hearts, and Rewired Our Minds , 1997 .

[206]  Tom Routen,et al.  Intelligent Tutoring Systems , 1996, Lecture Notes in Computer Science.

[207]  T. Morris-Suzuki,et al.  The Past Within Us: Media, Memory, History , 2005 .

[208]  Nancy Roberts,et al.  Teaching Model Building to High School Students: Theory and Reality , 1988 .

[209]  Richard Van Eck,et al.  The effect of contextual pedagogical advisement and competition on middle-school students’ attitude toward mathematics using a computer-based simulation game , 2006 .

[210]  K. Squire,et al.  Design-Based Research: Putting a Stake in the Ground , 2004 .

[211]  Stéphane Bouchard,et al.  Anxiety and Presence during VR Immersion: A Comparative Study of the Reactions of Phobic and Non-phobic Participants in Therapeutic Virtual Environments Derived from Computer Games , 2003, Cyberpsychology Behav. Soc. Netw..

[212]  R. Gagne Conditions of Learning , 1965 .

[213]  A. Collins,et al.  Situated Cognition and the Culture of Learning , 1989 .

[214]  Magy Seif El-Nasr,et al.  Learning through game modding , 2006, Comput. Entertain..

[215]  Ibrahim A. Halloun,et al.  The initial knowledge state of college physics students , 1985 .

[216]  Jonathan Burton,et al.  Work-based Learning in Primary Care , 2004 .

[217]  Constance Steinkuehler Cognition and learning in massively multiplayer online games: A critical approach , 2005 .

[218]  B. Sutton-Smith,et al.  Play and learning , 1979 .

[219]  John L. Wilson,et al.  Sid Meier's Civilization , 1992 .

[220]  Kurt Squire,et al.  Environmental Detectives—the development of an augmented reality platform for environmental simulations , 2008 .

[221]  Stewart Brand,et al.  How Buildings Learn: What Happens After They're Built , 1997 .

[222]  Carol B. MacKnight,et al.  International perspectives on the design of technology-supported learning environments , 1996, J. Comput. High. Educ..

[223]  L. V. Valen,et al.  A new evolutionary law , 1973 .

[224]  P. Jackson Life in Classrooms , 1968 .

[225]  D. Gruenewald The Best of Both Worlds: A Critical Pedagogy of Place , 2003 .

[226]  Lucy A. Suchman,et al.  Located Accountabilities in Technology Production , 2002, Scand. J. Inf. Syst..

[227]  Rebecca W. Black,et al.  Researching literacy as tool, place, and way of being , 2005 .

[228]  Ray Bareiss,et al.  Sickle Cell Counselor: A Prototype Goal-Based Scenario for Instruction in a Museum Environment , 1994 .

[229]  Carol L. Smith,et al.  Understanding models and their use in science: Conceptions of middle and high school students and experts , 1991 .

[230]  Gary Fontaine,et al.  The Experience of a Sense of Presence in Intercultural and International Encounters , 1992, Presence: Teleoperators & Virtual Environments.

[231]  S. Herring Computer-Mediated Discourse Analysis : An Approach to Researching Online Behavior , 2004 .

[232]  Johan F. Hoorn,et al.  Distributed cognition , 2005, Cognition, Technology & Work.

[233]  Michael Rauscher,et al.  Keeping up with the Joneses: Chaotic patterns in a status game , 1992 .

[234]  James Paul Gee,et al.  Video Games and the Future of Learning. WCER Working Paper No. 2005-4. , 2005 .

[235]  Michele Knobel,et al.  Everyday Literacies: Students, Discourse, and Social Practice , 1998 .

[236]  James Paul Gee,et al.  Changing Literacies. Changing Education Series. , 1997 .

[237]  Yasmin B. Kafai,et al.  Minds In Play: Computer Game Design as a Context for Children''s , 1994 .

[238]  Wynne Bell Artificial Intelligence in the Classroom , 1983, IJCAI.

[239]  T. W. Wallbank,et al.  History and Life the World and Its People , 1989 .

[240]  James Paul Gee,et al.  What video games have to teach us about learning and literacy , 2007, CIE.

[241]  S. Turkle Life on the Screen: Identity in the Age of the Internet , 1997 .

[242]  Mel Slater,et al.  A Framework for Immersive Virtual Environments (FIVE): Speculations on the Role of Presence in Virtual Environments , 1997, Presence: Teleoperators & Virtual Environments.

[243]  J. Roschelle Learning by Collaborating: Convergent Conceptual Change , 1992 .

[244]  Wytze Brouwer,et al.  Teacher awareness of student alternate conceptions about rotational motion and gravity , 1991 .

[245]  S. Engel Thought and Language , 1964 .

[246]  Ellen Wartella,et al.  Recurring issues in research on children and media , 1983 .

[247]  Andrew Hargadon,et al.  The pleasures of immersion and engagement: schemas, scripts and the fifth business , 2001, Digit. Creativity.

[248]  J. Gee The Social Mind: Language, Ideology, and Social Practice , 1992 .

[249]  F. Keil,et al.  A Characteristic-to-Defining Shift in the Development of Word Meaning. , 1984 .

[250]  Sarane S. Boocock,et al.  Simulation Games in Learning , 1973 .

[251]  J. Gee,et al.  How Computer Games Help Children Learn , 2006 .

[252]  Edward Castronova,et al.  Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier , 2001, SSRN Electronic Journal.

[253]  J. Murray Hamlet on the Holodeck , 1997 .

[254]  S. Preston,et al.  Empathy: Its ultimate and proximate bases. , 2001, The Behavioral and brain sciences.

[255]  Raymond S. Nickerson,et al.  Technology in education : looking toward 2020 , 1988 .

[256]  J. Dewey Experience and Education , 1938 .

[257]  Michael K. Thomas,et al.  Making learning fun: Quest Atlantis, a game without guns , 2005 .

[258]  Roberto Colom,et al.  The Generational Intelligence Gains Are Caused by Decreasing Variance in the Lower Half of the Distribution: Supporting Evidence for the Nutrition Hypothesis. , 2005 .

[259]  Brian C. Nelson,et al.  Inquiry Teaching for Depth and Coverage via Multi-User Virtual Environments , 2005 .

[260]  Jim Bizzocchi,et al.  Game, Motivation, and Effective Learning: An Integrated Model for Educational Game Design , 2005, DiGRA Conference.

[261]  Steven D. Tripp,et al.  Rapid prototyping: An alternative instructional design strategy , 1990 .

[262]  William Winn,et al.  When Does Immersion in a Virtual Environment Help Students Construct Understanding , 2002 .

[263]  V. Kaptelinin Activity theory: implications for human-computer interaction , 1995 .

[264]  Clark Aldrich,et al.  Simulations and the Future of Learning: An Innovative (and Perhaps Revolutionary) Approach to E-Learning , 2003 .

[265]  J. Gee Social Linguistics And Literacies: Ideology in Discourse , 1996 .

[266]  E. Goffman Frame analysis: An essay on the organization of experience , 1974 .

[267]  Leslie J. Briggs,et al.  Principles of Instructional Design , 1974 .

[268]  Ronald Azuma,et al.  A Survey of Augmented Reality , 1997, Presence: Teleoperators & Virtual Environments.

[269]  S. Freud Civilization and Its Discontents , 2018, Princeton Readings in Political Thought.

[270]  Thomas B. Sheridan,et al.  Musings on Telepresence and Virtual Presence , 1992, Presence: Teleoperators & Virtual Environments.

[271]  M. Goodwin He-Said-She-Said: Talk As Social Organization Among Black Children , 1993 .

[272]  Charles E. Hughes,et al.  The virtual academy: A simulated environment for constructionist learning , 1996, Int. J. Hum. Comput. Interact..

[273]  A. Graesser,et al.  Question Asking During Tutoring , 1994 .

[274]  Arthur C. Graesser,et al.  AutoTutor: A simulation of a human tutor , 1999, Cognitive Systems Research.

[275]  Barbara J. Millis,et al.  Using Simulations To Promote Learning in Higher Education: An Introduction. Enhancing Learning Series. , 2003 .

[276]  Jesper Juul,et al.  The game, the player, the world: looking for a heart of gameness , 2010, DiGRA Conference.

[277]  Constance Steinkuehler,et al.  Where Everybody Knows Your (Screen) Name: Online Games as "Third Places" , 2006, DiGRA Conference.

[278]  J. Shea National Science Education Standards , 1995 .

[279]  Robert Appelman,et al.  Experiential modes: a common ground for serious game designers , 2005 .

[280]  Blaze Odell Bonazza,et al.  Read and write , 1972 .

[281]  Kurt Squire,et al.  Mad City Mystery: Developing Scientific Argumentation Skills with a Place-based Augmented Reality Game on Handheld Computers , 2007 .

[282]  Kurt VanLehn,et al.  Conceptual and Meta Learning During Coached Problem Solving , 1996, Intelligent Tutoring Systems.

[283]  Donald L. Kirkpatrick,et al.  Evaluating Training Programs : The Four Levels , 2009 .

[284]  S. Barab,et al.  Virtual solar system project: Building understanding through model building , 2000 .

[285]  Constance Steinkuehler,et al.  The Mangle of Play , 2006, Games Cult..

[286]  D. Gentner,et al.  Systematicity and Surface Similarity in the Development of Analogy. Technical Report No. 358. , 1985 .

[287]  D. Hestenes,et al.  Force concept inventory , 1992 .

[288]  J. Lave Cognition in Practice: Outdoors: a social anthropology of cognition in practice , 1988 .

[289]  Joseph Krajcik,et al.  Making Dynamic Modeling Accessible to Precollege Science Students , 1994, Interact. Learn. Environ..

[290]  B. Sutton-Smith,et al.  The Ambiguity of Play , 2000 .

[291]  Norman C Dalkey,et al.  FAMILIES OF MODELS , 1965 .

[292]  Alain Désilets,et al.  Tell Me a Story , 2008, IEEE Software.

[293]  Fred M. Goldberg,et al.  Prospective elementary teachers' prior knowledge about light , 1993 .

[294]  T. Malone What make things fun to learn , 1980 .

[295]  D. Treagust,et al.  Secondary Students' Understanding of Gravity and the Motion of Planets. , 1989 .

[296]  Ibrahim A. Halloun,et al.  Common sense concepts about motion , 1985 .

[297]  A. Graesser,et al.  PREG: Elements of a Model of Question Asking , 2001 .

[298]  Pierre Lévy,et al.  Collective Intelligence: Mankind's Emerging World in Cyberspace , 1997 .

[299]  D. Orr Ecological literacy : education and the transition to a postmodern world , 1991 .

[300]  Newton Lee,et al.  Beyond Barbie and Mortal Kombat: new perspectives on gender, games and computing , 2006, CIE.

[301]  M. Lepper,et al.  Turning “play” into “work” and “work” into “play”: 25 Years of research on intrinsic versus extrinsic motivation , 2000 .

[302]  Lev Vygotsky Mind in society , 1978 .

[303]  Sherry Turkle,et al.  Constructions and reconstructions of self in virtual reality: Playing in the MUDs , 1994 .

[304]  Richard Lehrer,et al.  Developing Model-Based Reasoning , 1994, Interact. Learn. Environ..

[305]  Jenny Cook‐gumperz The Social construction of literacy , 1986 .

[306]  Morten Fjeld,et al.  Alternative tools for tangible interaction: a usability evaluation , 2002, Proceedings. International Symposium on Mixed and Augmented Reality.

[307]  D. Shaffer Pedagogical Praxis: The Professions as Models for Postindustrial Education , 2004, Teachers College Record: The Voice of Scholarship in Education.

[308]  Brian C. Nelson,et al.  "Students' Motivation and Learning of Science in a Multi-User Virtual Environment" , 2005 .

[309]  Michael R. Gottfredson,et al.  OF CRIMINAL VICTIMIZATION , 1981 .

[310]  H S Barrows,et al.  A taxonomy of problem‐based learning methods , 1986, Medical education.

[311]  R. F. Bogardus,et al.  Shifting Gears: Technology, Literature, Culture in Modernist America. , 1987 .

[312]  Dorothea P. Simon,et al.  Expert and Novice Performance in Solving Physics Problems , 1980, Science.

[313]  T. Davenport Thinking for a living : how to get better performance and results from knowledge workers , 2005 .

[314]  Michael Barnes,et al.  Play by the rules , 1997 .

[315]  Hirokazu Kato,et al.  Explorations in the Use of Augmented Reality for Geographic Visualization , 2002, Presence: Teleoperators & Virtual Environments.

[316]  André Maurois,et al.  A Private Universe , 1932 .

[317]  J. Bruner Making Stories: Law, Literature, Life , 2002 .

[318]  A. Goverde,et al.  Train the trainers! , 2006 .

[319]  Chris Dede,et al.  Scaling Up: Evolving Innovations beyond Ideal Settings to Challenging Contexts of Practice , 2005 .

[320]  A. Lillard,et al.  Pretend play skills and the child's theory of mind. , 1993, Child development.

[321]  Susan M. Land,et al.  Theoretical Foundations of Learning Environments. , 1999 .

[322]  M. Linn,et al.  Can research on science learning and instruction inform standards for science education? , 1994 .

[323]  J. Bruner,et al.  Play: Its Role in Development and Evolution , 1976 .

[324]  J. D. Fletcher,et al.  Training & retraining : a handbook for business, industry, government, and the military , 2000 .

[325]  Kurt Squire,et al.  Cultural Framing of Computer/Video Games , 2002, Game Stud..

[326]  Roy D. Pea,et al.  Prospects for Scientific Visualization as an Educational Technology , 1995 .

[327]  S. Heath Ways with Words: Language, Life and Work in Communities and Classrooms , 1983 .

[328]  David H. Monk,et al.  School District Spending on Professional Development: Insights Available from National Data (1992-1998). , 2002 .

[329]  K. Squire,et al.  Constructing Virtual Worlds: Tracing the Historical Development of Learner Practices , 2001 .

[330]  Linda B. Smith,et al.  Perception, cognition, and development : interactional analyses , 1984 .

[331]  E. Rosch,et al.  Cognition and Categorization , 1980 .

[332]  T. L. Taylor,et al.  "Whose Game Is This Anyway?": Negotiating Corporate Ownership in a Virtual World , 2002, CGDC Conf..

[333]  Design for Defenestration : A Strategy for Scaling Up Promising Research-Based Innovations , 2004 .

[334]  Howard S. Barrows,et al.  Is it Truly Possible to Have Such a Thing as dPBL? , 2002 .

[335]  E. Hutchins Cognition in the wild , 1995 .

[336]  Brent A. Olde,et al.  How does the mind construct and represent stories , 2002 .

[337]  A. N. Leont’ev,et al.  Activity, consciousness, and personality , 1978 .

[338]  Beth E. Kolko,et al.  Representing Bodies in Virtual Space: The Rhetoric of Avatar Design , 1999, Inf. Soc..

[339]  N. Hubbard SOCIAL LINGUISTICS AND LITERACIES: IDEOLOGY IN DISCOURSES (2nd ed.).James Paul Gee. Bristol, PA: Taylor & Francis, 1996. Pp. xi + 218. $75.00 cloth, $25.95 paper. , 1998, Studies in Second Language Acquisition.

[340]  P. D. Stokes Creativity from Constraints: The Psychology of Breakthrough , 2005 .

[341]  Valerie J. Shute,et al.  Intelligent Tutoring Systems: Past, Present, and Future. , 1994 .

[342]  Douglas Schuler,et al.  Participatory Design: Principles and Practices , 1993 .

[343]  Michael J. Singer,et al.  Measuring Presence in Virtual Environments: A Presence Questionnaire , 1998, Presence.

[344]  Katie Salen,et al.  Rules of play: game design fundamentals , 2003 .

[345]  David H. Jonassen,et al.  Learning to Solve Problems , 2003 .

[346]  Ronald G. Ehrenberg,et al.  Does class size matter? , 2001, Scientific American.

[347]  John W. Saye,et al.  The Effects of Multimedia-Supported Problem-Based Inquiry on Student Engagement, Empathy, and Assumptions about History. , 2008 .

[348]  Kurt Squire,et al.  Video games in education , 2003, Int. J. Intell. Games Simul..

[349]  F. D. Drake,et al.  A Systematic Approach to Improve Students' Historical Thinking , 2003 .

[350]  J. Kolodner,et al.  Toward implementing distributed scaffolding: Helping students learn science from design , 2005 .

[351]  Chris Dede,et al.  Multisensory Immersion as a Modeling Environment for Learning Complex Scientific Concepts , 1999 .

[352]  Ken Jones,et al.  Simulations: a Handbook for Teachers and Trainers , 1987 .

[353]  J. Gee,et al.  Video Games and the Future of Learning , 2005 .

[354]  R. Pea Practices of distributed intelligence and designs for education , 1993 .

[355]  Mark Windschitl,et al.  Supporting the development of science inquiry skills with special classes of software , 2000 .

[356]  K. Squire,et al.  Replaying history: learning world history through playing civilization iii , 2004 .

[357]  Hubert L. Dreyfus,et al.  Mind over Machine: The Power of Human Intuition and Expertise in the Era of the Computer , 1987, IEEE Expert.

[358]  Noah Wardrip-Fruin,et al.  First Person: New Media As Story, Performance, And Game , 2004 .

[359]  C. Christensen,et al.  Effectiveness of computerized drill and practice games in teaching basic math facts , 1990 .

[360]  Sasha A. Barab,et al.  Doing science at the elbows of experts: Issues related to the science apprenticeship camp , 2001 .

[361]  B. Street Literacy in Theory and Practice , 1984 .

[362]  Richard N. Van Eck,et al.  The effect of competition and contextualized advisement on the transfer of mathematics skills a computer-based instructional simulation game , 2002 .

[363]  John Kirriemuir,et al.  Use of Computer and Video Games in the Classroom , 2003, DiGRA Conference.