Resources
This represents a comprehensive bibliography of resources I consulted when planning my research game, and resources that I continually reference in my continued development. This list is not exhaustive! If you have a resource to share/add, please contact me using the email listed below.
Games and Game Design
​​
​
Buck Institute for Education. "Resources." Buck Institute for Education, 2018, http://www.bie.org/resources. Accessed 8 June 2018.
-
Project/Problem Based Learning
​
Chiang, Patrick. A Gamer’s Glossary of Terms and Acronyms. B & H Foto &Electronics Corp. https://www.bhphotovideo.com/explora/computers/tips-and-solutions/gaming-week-gamers-glossary, Accessed 15 June 2018.
-
Check out the "Genres," "In-Game Terms," and "Miscellaneous Terms" sections for the most important terms/acronyms. Then check out "Chat Terms" if you want to understand random things you may hear students say
​
​
Farber, Matthew. Gamify your Classroom: A Field Guide to Game-Based Learning. Rev. ed., Peter Lang, 2017. New Literacies and Digital Epistemologies 77.
​
​
Gee, James Paul. What Video Games Have to Teach Us About Learning and Literacy. 2nd ed. St. Martin's Griffin, 2007.
-
This book is a recommended resource from an InnEdCO session attendee!
​
Haiken, Michele, editor. Gamify Literacy: Boost Comprehension, Collaboration and Learning. International Society for Technology in Education, 2017.
-
You can read more about my work in the Veritas Galaxy in my chapter in this book, "School Research Goes Galactic: Using Game Design to Reimagine Middle School Research Projects"
Hasso Plattner Institute of Design at Stanford University. "Virtual Crash Course in Design Thinking." Stanford University, 2017, https://dschool.stanford.edu/resources/a-virtual-crash-course-in-design-thinking. Accessed 8 June 2018.
​
Kapp, Karl M. The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. Pfeiffer, 2012.
​
Kapp , Karl M., et al. The Gamification of Learning and Instruction Fieldbook: Ideas into Practice. Wiley, 2014.
​
MacArthur Foundation. Digital Badges. John D. and Catherine T. MacArthur Foundation, 2 Feb 2015, https://www.macfound.org/programs/digital-badges/, Accessed 12 June 2018.
​
Matera, Michael. Explore Like a Pirate: Gamification and Game-Inspired Course Design to Engage, Enrich and Elevate Your Learners. Dave Burgess Consulting, Inc., 2015.
-
This book is a recommended resource from an InnEdCO session attendee!
​
Salen, Katie, editor. The Ecology of Games: Connecting Youth, Games, and Learning. MIT Press, 2008. Series on Digital Media and Learning.
​
Schell, Jesse. The Art of Game Design: A Book of Lenses. 2nd ed. Kaufmann Publishers, 2008.
​
Technology Use in Lesson Planning
Clark, Holly, and Tanya Avrith. The Google Infused Classroom: A Guidebook to Making Thinking Visible and Amplifying Student Voice. EdTechTeam Press, 2017.
​
Highfill, Lisa, et al. The HyperDoc Handbook: Digital Lesson Design Using Google Apps. EdTechTeam Press, 2016.
​
​
Keeler, Alice. Google Slides: Choose Your Own Adventure. Teacher Tech, 16 Nov. 2016. http://www.alicekeeler.com/2016/11/16/google-slides-choose-adventure/ Accessed, 12 June 2018.
Differentiation
Doubet, Kristina J., and Jessica A. Hockett. Differentiation in Middle and High School: Strategies to Engage All Learners. ASCD, 2015.
​
Kingore, Bertie. Differentiation: Simplified, Realistic, and Effective: How to Challenge Advanced Potentials in Mixed-Ability Classrooms. Illustrated by Jeffery Kingore, Professional Associates Publishing, 2004.
​
Rutherford, Paula. Meeting the Needs of Diverse Learners. Just ASK Publications, 2010.
​
Tomlinson, Carol Ann. How to Differentiate Instruction in Academically Diverse Classrooms. 3rd ed., ASCD, 2017.
​

Information Literacy
American Association of School Librarians. National School Library Standards for Learners, School Librarians, and School Libraries. American Library Association, 2018.​
-
Standards for teaching information literacy to secondary students.
​
Association of College & Research Libraries. Framework for Information Literacy for Higher Education. American Library Association, 11 Jan. 2016. Association of College & Research Libraries, www.ala.org/acrl/sites/ala.org.acrl/files/content/issues/infolit/Framework_ILHE.pdf. Accessed 5 June 2018.
-
Standards for teaching information literacy in higher education.
​
Bravender, Patricia, et al., editors. Teaching Information Literacy Threshold Concepts: Lesson Plans for Librarians. Association of College and Research Libraries, 2015.
​
Burkhardt, Joanna M. Teaching Information Literacy Reframed: 50+ Framework-Based Exercises for Creating Information-Literate Learners. Neal-Schuman, 2016.
Reference and Context
Allen, David. Getting Things Done: The Art of Stress-Free Productivity. Rev. ed., Penguin Books, 2015.
-
Recommended reading for anyone with a busy life!
Ito, MIzuko, et al. Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media. MIT Press, 2010. Series on Digital Media and Learning.
-
This book presents research on a "three-year ethnographic investigation into how young people are living and learning with new media in varied settings" (book jacket).