Research+&+Scholarly+Articles

** Research & Scholarly Articles: **  Briggs-Hale, C. et.al.(2006). Afterschool Mathematics Practices: A Review of Supporting Literature. //Submitted by Mid-continent Research for Education and Learning (McREL) For the National Partnership for Quality Afterschool Learning.// Retrieved from: []  Federation of American Scientists.(2006). //Summit on Educational Games: Harnessing the Power of Video Games for Learning.// Retrieved From []
 * This article is a compilation of research performed by MCREL to include best practices for afterschool programs supporting math. One of their Toolkit Best Practices is to play Online Mathematical Games. There are five current references offered that support playing educational games both in the school setting and in afterschool programs. This article also offers research in technology based instruction and ideas to incorporate teaching with technology in various subject areas.
 * This article summarizes a summit held by scientists that support using gaming to reinforce learning. Topics offered in the report include gaming reviews and recommendations, why the U.S. should focus on digital games and learning, digital games, schools and instructional learning, and learning games research, development and design, just to name a few. There is a wealth of information found in this article as well as resources and references to support their views.

Feller, B. (2006). Scientists Say Video Games Can reshape Education. //The Seattle Times Company.// Retrieved From:[| http://seattletimes.nwsource.com/html/education/2003309887_videogames18.html]  Oblinger, D. (2004). The Next Generation of Educational Engagement. //Journal of Interactive Media in Education, 8.// Retrieved From: []
 * In this article, Feller exposes the theory that educational games in science promote high motivation and engagement and help students with the skills necessary for 21st century jobs. He also speaks to the barriers that schools (and gaming companies) may face as educational games become the forefront of educational issues.

 Prensky, M. (2001). Computer Games and Learning: Digital Game-Based Learning. //Handbook of Computer Games Study.// Retrieved From//: []//
 * Oblinger creates a vision of the TV generation, the PC generation and the Net generation and compares their views on the Web citing differences both in learning styles and attitudes. She further discusses how people learn, the evolution of games as learning environments and the potential uses of games in higher education. She sees gaming as a learning tool, not as a substitute for highly engaging instructors.
 * Prensky speaks of Digital Natives who learn higher thinking skills doing what they’ve always done: playing games. He uses a pro-con approach to fire off debates, such as “ Should work be fun?” and “How effective is the learning?”He also touches on his 5 levels of learning in games and instructional strategies that encompass playing computer-based educational games. This is a great resource for supporting gaming in education.

Saba, A. (2009). //Benefits of technology integration in education//. Retrieved from http://edtech2.boisestate.edu/sabaa/502/Saba_Synthesis_Paper.pdf  Squire, K.(2003). Video Games in Education. //International Journal of Intelligent Simulations and Gaming//, 2(1). Retrieved from: []  Summerfield B. (2006). The Importance of Games in Learning. //Certification Magazine.// November 30th. Retrieved from: []
 * With a great deal of investment being put into outfitting schools with technology, the question of whether or not it is worth the investment is a valid one. This essay describes the benefits of utilizing technology in education by examining research from around the world which demonstrates that there is ample evidence for supporting the usage of technology in educational environments. Recommendations for further research are made at theconclusion.
 * <span style="font-family: Arial,Helvetica,sans-serif; font-size: 10pt;">Squire contends a need for the inclusion of video games in our educational system and questions the reasons behind a majority of educators who have continually ignored this educational need. He simplifies his argument by using a metaphor of the game PAC-MAN and compares the game to the traditional way of teaching. He includes an extensive appendix that displays the similarities/differences in a table at the end of the article, with PAC-MAN as the obvious “winner”. A must read for anyone who is not a proponent of implementing educational games in the curriculum


 * <span style="font-family: Arial,Helvetica,sans-serif; font-size: 10pt;">As the title suggests, this article focuses on why educators should use gaming as a media to get students interested in learning harder topics. He looks at popular video games that students already play and uses them as a bridge in the classroom. He also gives some tips on how to incorporate both online games and somewhat traditional games like Pictionary and Taboo into the curriculum.


 * Social Studies**

Dawood, R. (2006). //Using Instructional games to increase student learning and enjoyment in a high school government class//. Retrieved from http://ted.coe.wayne.edu/sse/finding/dawood.doc

Rose, S A, & Fernlund, P M. (n.d.). //Using Technology for powerful social studies learning.// National Council for the Social Studies, Retrieved from http://www.learner.org/workshops/socialstudies/pdf/session5/5.UsingTechnologyLearning.pdf

Whitworth, S., & Berson, M.J. (2003). //Computer technology in the social studies: An examination of the effectiveness literature (1996-2001)//. Contemporary Issues in Technology and Teacher Education, 2(4), 472-509. Retrieved from http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.129.9071&rep=rep1&type=pdf