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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

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Bartle Gamer Personality Test

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Buck Institute for Education. "Resources." Buck Institute for Education, 2018, http://www.bie.org/resources. Accessed 8 June 2018.

  • Project/Problem Based Learning

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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

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Classcraft

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Farber, Matthew. Gamify your Classroom: A Field Guide to Game-Based Learning. Rev. ed., Peter Lang, 2017. New Literacies and Digital Epistemologies 77.

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Game Music Radio

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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!

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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.

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Kapp, Karl M. The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. Pfeiffer, 2012. 

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Kapp , Karl M., et al. The Gamification of Learning and Instruction Fieldbook: Ideas into Practice. Wiley, 2014. 

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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.

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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!

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Salen, Katie, editor. The Ecology of Games: Connecting Youth, Games, and Learning. MIT Press, 2008. Series on Digital Media and Learning. 

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Schell, Jesse. The Art of Game Design: A Book of Lenses. 2nd ed. Kaufmann Publishers, 2008.

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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. 

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Highfill, Lisa, et al. The HyperDoc Handbook: Digital Lesson Design Using Google Apps. EdTechTeam Press, 2016. 

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HyperDoc Templates

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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. 

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Kingore, Bertie. Differentiation: Simplified, Realistic, and Effective: How to Challenge Advanced Potentials in Mixed-Ability Classrooms. Illustrated by Jeffery Kingore, Professional Associates Publishing, 2004. 

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Rutherford, Paula. Meeting the Needs of Diverse Learners. Just ASK Publications, 2010. 

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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.

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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.

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Bravender, Patricia, et al., editors. Teaching Information Literacy Threshold Concepts: Lesson Plans for Librarians. Association of College and Research Libraries, 2015. 

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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).

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