GiSE: Games in Science EducationPUBLICATIONS

Miller, L.M., Chang, C.-I., and Hoyt, D. A Forensics Virtual Apprenticeship for Teaching Science and Inspiring STEM Careers. (2010) Science Scope, Vol 33 p42-44.

Miller, L.M., Solving Medical Mysteries. (2007) Science Scope, Vol 31 p26-29.

Miller, L.M., Moreno, J., Willcockson, I., Smith, D., and Mayes, J. An Online, Interactive Approach to Teaching Neuroscience to Adolescents. (2006) Cell Biology Education, Vol 5 p137-143.

Miller, L.M., Estrera, V., Moreno, J., & Lane, D. Efficacy of MedMyst: An Internet Teaching Tool for Middle School Microbiology. (2004) Microbiology Education, Vol 5(1), p. 13-20.

Klahr, D., Triona, L.M., Williams, C. Hands on What? The Relative Effectiveness of Physical Versus Virtual Materials in an Engineering Design Project by Middle School Children. (2007) Journal of Research in Science Teaching, Vol. 44(1), p. 183-203

Kushner, D. Reinventing America: Can Video Games Teach Kids? (2009) Parade.com

Prensky, M. “Engage Me or Enrage Me”: What Today’s Learners Demand. (2005) Educause Review, Vol. 40(5), p. 60-65.

Shaffer, D.W., Squire, K.R., Halverson, R., and Gee, J.P. Video games and the future of learning. (2004) Wisconsin Center for Education Research, p. 13-33.

Wilson, L. Best Practices for Using Games & Simulations in the Classroom. (2009) Software & Information Industry Association (SIIA)

Van Eck, R. Digital Game-Based Learning: It’s Not Just the Digital Natives Who Are Restless. (2006) Educause Review, Vol. 41(2), p. 16-30.

BOOK LIST

Mark Prensky, "Teaching Digital Natives: Partnering for Real Learning", Corwin, March 2010

Marc Prensky, "Digital Game Based Learning", McGraw-Hill, 2001

James Gee, "What Video Games Have to Teach Us about Learning and Literacy", Palgrave MacMillan, 2003

James Gee, "Good Video Games and Good Learning: Collected Essays on Video Games, Learning and Literacy", Peter Lang Publishing, 2007

William Shaeffer, "How Computer Games Help Children Learn", Palgrave MacMillan, 2006

Larry Rosen, "Rewired: Understanding the iGeneration and the Way They Learn", Palgrave MacMillan, 2010

Clark Aldrich, "The Complete Guide to Simulations and Serious Games: How the Most Valuable Content Will be Created in the Age Beyond Gutenberg to Google", Pfeiffer, 2009

Clark Aldrich, "Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and pedagogy in e-Learning and Other Educational Experiences", Pfeiffer, 2005

Ian Bogost, "Persuasive Games: The Expressive Power of Videogames", MIT Press, 2007

Norman Herr, "The Sourcebood for Teaching Science, Grades 6-12: Strategies, Activities, and Instructional Resources", Jossey-Bass, 2008