You may have been using digital play elements with your classes for a while now and want to know a little bit more about what’s happening in the field. Here are our top ten (in no particular order) reading tasks for you edugamers out there. If you’d like to read and comment on their content we’d only be too pleased to hear from you.
1 Language Learning Quests – A framework for blending virtual worlds and digital game-based learning. This dissertation focuses on the development and a case study of language learning quests and how virtual worlds and video games can be used for learning in general and to identify the learning principles that they embody. There are a number of reasons why this is of particular interest to us here at Digital Play not least of which is that we worked with Joe Pereira closely on the video-game based learning project quoted here. Download the dissertation here.
2 Establishing Guidelines to Convert a Classroom Train-the-Trainer Program into a Digital Game-Based Learning Format. This Research paper was submitted at the University of Wisconsin and the author wishes to establish a guideline for converting a classroom teacher training session into a Digital Game-Based Learning format. An interesting direction for Digital Play and one that we think training has been and will continue to go in. Download the PDF.
3 Learn English or die: The effects of digital games on interaction and willingness to communicate in a foreign language. This study looks at a core sample of English language learners involved in an online role playing game and seeks to analyse their English language production in order to gauge the effects of playing a game on language development. There’s some interesting and in depth data here which we found very comprehensive. Download the HTML or PDF from here.
4 Adaptive Computer Games For Second Language Learning In Early Childhood. As well as composing a user model for adapting Hypermedia for English language learning in Pre-school this paper looks at some educational computer games and the tasks learners are set as part of the learning process. Download the PDF here.
5 Alternatives for Making Language Learning Games More Appealing For Self-Access Learning. This investigation compares the characteristics of popular computer games of the shelf (COTS) with those of language learning games in order to identify what specific characteristics make a computer game most conducive for learning English. This is interesting to those wishing to gain insight into what to look for when choosing a game to use in the classroom. Download the PDF here.
6 Computer Games and Foreign Language Vocabulary Learning. This article reports on the design and results of an experiment that aimed to test what effects the playing of computer games would have on young elementary-level English language learners. It looked specifically at their acquisition of vocabulary items being taught to children whose native language was Swedish. Download the PDF here.
7 Serious Game in language learning and teaching – a theoretical perspective. Serious Games are a genre of digital games that have an agenda for educational design and this paper presents a theoretical argument for their use based on theories of educational design and learning in relation to games. Download the PDF here.
8 Computer Games and Language Learning. Designed as a handbook for teachers andeducators this reader friendly publication seeks to bring a number of things together including defining what games are under consideration here, arguments for their use, the pedagogy, practical considerations and, as well as others, some case studies. Download the handbook here.
9 Serious games: online games for learning. A look at some specific games within the genre of serious games, how they promote learning, which sectors within society are using them and finally what directions and developments we can expect to see in this area in the future. Download the PDF here.
10 Essential facts about the computer and Video game industry. We’ve included a sales, demographic and usage data report published by the ESA (Entertainment Software Association) which is full of interesting infographics telling you where the computer and video game industry is at the moment. We’ve also offered you the choice of the the last two years so you can compare and contrast and see how changes have taken place. Download 2011. Download 2012.