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References

Alvermann, D. E. (2006). Young people’s relationships with reading. The New England Reading Association Journal, 42(1), 1-5.

Anderson, C.A. (2003). An update on the effects of playing violent video games. Journal of Adolescence, 27, 113-122. Retrieved on March 25, 2007, from http://www.psychology.iastate.edu/faculty/caa/abstracts/2000-2004/04A.pdf

Anderson, C.A. & Bushman, B.J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: a meta-analytic review of the scientific literature. Psychological Science, 12 (5), 353–359. Retrieved on March 25, 2007, from http://www.ncbi.nlm.nih.gov/entrez/query.fcgi?cmd=Retrieve&db=PubMed&list_uids=11554666&dopt=Citation

Bartholl, A. (2006). Net data space vs. every day life. Retrieved March 25, 2007, from http://www.datenform.de/fpseng.html

Bartholow, B. D., Sestir, M. A. & Davis, E. B. (2005). Correlates and consequences of exposure to video game violence: hostile personality, empathy, and aggressive behavior. Personality and Social Psychology Bulletin. 2005 Nov; 31(11):1573-86. Retrieved March 25, 2007, from http://psp.sagepub.com/cgi/content/abstract/31/11/1573

Beck, J., Wade, M. (2004). Got game: how the gamer generation is reshaping business forever. Boston, MA: Harvard Business School Press.

Bensley, L. and Eenwyk, J. (2001). Videogames and real life aggression: review of the literature. Journal of Adolescent Health, 29, 244-257.

Bloom B. S. (1956). Taxonomy of educational objectives, handbook I: the cognitive domain. New York, NY: David McKay Co Inc.

Boyle, R. & Hibberd, M. (2005). Review of research on the impact of violent computer games on young people. Stirling Media Research Institute. Retrieved March 24, 2007, from http://www.culture.gov.uk/NR/rdonlyres/3093C6FE-5932-41D5-B901-2BAF02810AC9/0/research_vcg.pdf

Bruce, C. (2003). Seven faces of information literacy: towards inviting students into new experiences. Faculty of Information Technology, QUT. Retrieved March 27, 2007, from http://crm.hct.ac.ae/events/archive/2003/speakers/bruce.pdf

Cool Text. (2007). Graphics Generator. Retrieved on March 18, 2007, from http://cooltext.com

Cunliffe, D. (2007). The digital strategy: creating our digital future. Retrieved March 25, 2007, from http://www.digitalstrategy.govt.nz/templates/Page____60.aspx

Doshi, A. (2006). How gaming could improve information literacy. Computers in Libraries, 26(5), 14-17.

Entertainment Software Association (ESA). (2006). Video game industry sues the state of Minnesota. Retrieved March 25, 2007, from http://www.theesa.com/archives/2006/06/video_industry_1.php

Entertainment Software Association of Canada (ESAC). (2006). Essential facts about the Canadian computer and videogame industry. Retrieved February 19, 2007 from http://www.theesa.ca/pdf/esa_e.pdf

Entertainment Software Association of Canada (ESAC). (2007). Facts & research: games & violence. Retrieved March 20, 2007, from http://www.theesa.ca/facts-gameviolence.html

Entertainment Software Rating Board. (2007). ESRB Game Ratings. Retrieved March 20, 2007, from http://www.esrb.org/ratings/index.jsp

Eskelinen, M. (2001). The gaming situation. Game Studies: The International Journal of Computer Game Research. 1(1). Retrieved March 25, 2007, from http://gamestudies.org/0101/eskelinen/

Galarneau, L. & Zibit, M. (2007). Online games for 21st century skills. In D. Gibson, C. Aldrich and M. Prensky (Eds.) Games and simulations in online learning: Research and development frameworks. (Ch. 4) Hershey, PA: Information Science and Publishing. Retrieved on March 27, 2007, from http://lisa.socialstudygames.com/Galarneau_Zibit_OnlineGames.pdf

Gambetta, G. and Guelvenzu, E. (2006). Computer games. Mystery Studio. Retrieved March 25, 2007 from http://www.mysterystudio.com/art_videogames.php

Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York, NY: Palgrave MacMilian.

Gentile, D. A. , & Anderson, C. A. (2003). Violent video games: The newest media violence hazard. In D. A. Gentile (Ed.), Media violence and children (pp.131–152).Westport, CT: Praeger.

Griffiths, M. D., Davies, M. N. O., & Chappell, C. (2003). Breaking the stereotype: The case of online gaming. CyberPsychology & Behavior. January, 6(1): 81-91. Retrieved March 20, 2007, from http://www.liebertonline.com/doi/abs/10.1089/109493103321167992

Hargittai, E. (2002). Second-level digital divide: differences in people's online skills. First Monday, 7, Retrieved March 18, 2007, from http://firstmonday.org/issues/issue7_4/hargittai/

Hayes, E. (In Press). Women, video gaming and learning: beyond stereotypes. TechTrends. Retrieved March 24, 2007, from http://website.education.wisc.edu/gls/files/hayes2.pdf

Jantzen, G. & Jensen, J. F. (1993). Powerplay - power, violence and gender in video games. AI & Society, 7(4), 368-385. Retrieved March 29, 2007, from http://www.springerlink.com/content/v3828nx15p250402/

Jewitt, C. & Kress, G. (2003). Multimodal literacy. New York, NY: Peter Lang Publishing. (p.1-3).

Johnson, S. (2005). Everything bad is good for you: how today’s popular culture is actually making us smarter. (pp.19-20) New York, NY: Riverhead Books.

Landow, G.P. (1997). Hypertext 2.0: the convergence of contemporary critical theory and technology. Baltimore, MD: Johns Hopkins UP.

Lee, E. (2005). Teaching reading strategies to build information literacy. In R. Doiron & M. Asselin (Eds.), Literacy libraries and learning: Using book and online resources to promote reading, writing and research (pp.65-80). Markham, ON: Pembroke Publishers Limited.

Levine, J. (2006). Why gaming? Library Technology Reports. Sept/Oct, 42(5), 10-17.

Oxford University Press. (2007). Oxford English dictionary. Retrieved March 25, 2007, from http://www.oed.com/

Sanford, K. & Madill, L. (2006). Resistance through Video Game Play: It’s a Boy Thing. Canadian Journal of Education, 29(1), 287-306.

Shaffer, D.W. (2006). How computer games help children learn. New York, NY: Palgrave MacMillan. (p. 161)


Photo Credits

carlosch. (2006). Get an advantage…smile! Photo # 622602. In stock.xchng. Retrieved March 28, 2007, from www.sxc.hu/home

doctor-a. (2006). Dictionary. Photo #532561. In stock.xchng. Retrieved April 1, 2007, from www.sxc.hu/home

jojomarie. (2004). Smile. Photo #197268. In stock.xchng. Retrieved March 28, 2007, from www.sxc.hu/home

juliaf. (2006). Happy girl. Photo # 636415. In stock.xchng. Retrieved March 28, 2007, from www.sxc.hu/home

kreon. (2007). Stay Focussed 1. Photo # 715212. In stock.xchng. Retrieved April 1, 2007, from www.sxc.hu/home

Malsilvae. (2007). Talking. Photo # 751398. In stock.xchng. Retrieved March 28, 2007, from www.sxc.hu/home

merala. (2006a). Face of a little girl. Photo # 591426. In stock.xchng. Retrieved March 28, 2007, from www.sxc.hu/home

merala. (2006b). Girl face. Photo # 682149. In stock.xchng. Retrieved March 28, 2007, from www.sxc.hu/home

mforman. (2004). Girl. Photo #194833. In stock.xchng. Retrieved March 28, 2007, from www.sxc.hu/home

milca. (2004). Broken Glass. Photo #163469. In stock.xchng. Retrieved April 1, 2007, from www.sxc.hu/home

scyza. (2005). Gaming. Photo # 275929. In stock.xchng. Retrieved April 1, 2007, from www.sxc.hu/home

scyza. (2007). Break through. Photo # 713537. In stock.xchng. Retrieved April 1, 2007, from www.sxc.hu/home

torif2m. (2005). Up to something. Photo # 259599. In stock.xchng. Retrieved March 28, 2007, from www.sxc.hu/home

uglyhero. (2005). Little girl face. Photo # 287257. In stock.xchng. Retrieved March 28, 2007, from www.sxc.hu/home

winklerke. (2004). Frame. Photo # 146197. In stock.xchng. Retrieved April 1, 2007, from www.sxc.hu/home

woodsy. (2007a). Laptop 2. Photo # 662829. In stock.xchng. Retrieved April 1, 2007, from www.sxc.hu/home

woodsy. (2007b). Studying. Photo # 742500. In stock.xchng. Retrieved April 1, 2007, from www.sxc.hu/home

woodsy. (2007c). Innocence 2. Photo # 741334. In stock.xchng. Retrieved March 28, 2007, from www.sxc.hu/home


Software Credits

Bosrup, E. & Steinman, D. (2002). Script library. Java script coding. Retrieved March 19, 2007, from http://www.bosrup.com/web/overlib/

Microsoft. (2003). Demographics of Gamers. Graph made with Office Excel. Microsoft Corporation.


Direct Web Links in Text

Aronson, E. (2007) Jigsaw classroom: overview of the technique. Retrieved March 17, 2007, from http://www.jigsaw.org/overview.htm

Entertainment Software Association of Canada. (2004). Media centre: press releases. Retrieved March 27, 2007, from http://www.theesa.ca/press-2004-10-14.html

Entertainment Software Rating Board. (2007). ESRB Game Ratings. Retrieved March 21, 2007, from http://www.esrb.org/index-js.jsp

Ferris, J. (2003). Bloom's taxonomy. Retrieved March 28, 2007, from http://www.coun.uvic.ca/learn/program/hndouts/bloom.html

Johnson, S. (2007). Biography. Retrieved March 27, 2007, from http://stevenberlinjohnson.typepad.com/about.html

Nintendo. (2003). Mario kart: double dash! Retrieved March 30, 2007, from www.mariokart.com/doubledash/launch/index.html

Starr, R. M. (2006). Scientific method flowchart. Retrieved March 15, 2007, from http://scifiles.larc.nasa.gov/text/educators/tools/pbl/scientific_method.html

White, D. (n.d.) Jim Gee.. Retrieved March 27, 2007, from http://website.education.wisc.edu/gls/people_gee.htm

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