Annotated Bibliography

1012 Words5 Pages

Shaffer, D. W., & Gee, J. P. (2005). Before every child is left behind:
How epistemic games can solve the coming crisis in education (WCER Working Paper No. 2005-7). Madison: University of Wisconsin-Madison, Wisconsin Center for Education Research.

This article explores how students of today are being prepared to do “commodity work” when jobs of the future are looking for people skills of “innovative work” and how this is affecting our workforce, government, and future technology. It discusses the idea of schools preparing kids to work in traditional type of fields like manufacturing or large corporation work, yet we need to be teaching knowledge about innovative design and technology.

Hatfield, D. & Shaffer, D.W. (2006). Reflection …show more content…

For students, video games have shown that it can increase literacy skills when you add strong parental and teacher involvement. Games can also delegate responsibility and teamwork. For adults, games can help with fundamental abilities to reason and solve problems.

Chuang, T. Y., & Chen, W. F. (2009). Effect of computer-based video games on children: an experimental study. Educational Technology & Society, 12(2), 1–10.

In this article they look at how computer-based video games effect children. In this study they explore the influence of applying a game-based learning approach to nutrition education. Computer games were developed by a group of professionals and these games are used to increase students’ interest in studying health-related courses.
The study attempts to investigate the influence of the game-based learning approach on nutrition cognition, improving nutrition attitudes and building the food and drink habits of third graders via computer games provided. I liked this study because it shows a slightly different view of game-based learning and how you can use it for more than just math or …show more content…

In this article, Gee discusses how literacy is not just reading and writing: it is learning symbols, graphs, diagrams, and artifacts and how playing video games can teach all these different elements.

Huizenga, J., Akkerman, S., Admiraal, W., & Dam, G. T. (2009). Mobile game-based learning in secondary education: engagement, motivation and learning in a mobile city game. Journal of Computer Assisted Learning, 25(4), 332-344.

In this journal article the authors discuss brain-based learning at the high school level and the reason why it is a positive trend. The authors shows us a chart of how games can empower students, teach problem-solving skills, and understanding. This was an experiment that was done to create insights into the realisms and the effects of mobile game-based learning in secondary education on the development of students’ engagement in learning, historical knowledge and collaborative skills.

Blunt, R. (2008). Does Game-Based Learning Work? Results from Three Recent Studies. Advanced Distributed Learning. Found at