Additional Resources

If you are interested in learning even more about game-based learning, there are many resources that can help you better understand the importance of this type of learning. Here are some places to start:

Institute of Play
Institute of Play is committed to providing resources for 21st century learning. According to their website, the Institute of Play focuses on “games as uniquely engaging systems with the power to develop highly relevant twenty-first-century skills in players, such as systems thinking, risk taking, critical reflection, collaboration, creative problem solving, tenacity, empathy and innovation.”

Marc Prensky
Marc Prensky’s work focuses on how to teach and motivate today’s students.

James Paul Gee
James Paul Gee is a researcher that has recently focused on the learning principles in video games and how to integrate those learning principles into the learning environment.

Texas Games Network
Texas Games Network is an online resource educators, students, and independent game developers. The goal of the site is to share resources and ideas for integrating game-based design and development into the classroom.
When you join the site (for free), you can take part in game-based learning seminars, workshops and modules that will provide examples and resources for developing a game-based learning environment.

Education Arcade

Education arcade looks at games that provide authentic learning experiences and students engagement through play. This site was started by researchers at MIT and is a funded, in part, by Microsoft

Books Worth Looking Into
Digital Game-Based Learning by Marc Prensky (2001)
“Don’t Bother Me, Mom, I'm Learning!”: How Computer and Video Games Are Preparing Your Kids for 21st Century Success and How You Can Help! by Marc Prensky (2011)
Everything Bad Is Good for You: How Today's Popular Culture Is Actually Making Us Smarter by Steven Johnson (2005)
Games and Simulations in Online Learning: Research and Development Frameworks edited by David Gibson, Clark Aldrich, and Marc Prensky (2006)
The Multiplayer Classroom: Designing Coursework as a Game by Lee Sheldon (2011)
Reality Is Broken: Why Games Make Us Better and How They Can Change the World by Jane McGonigal (2011)
Simulations and the Future of Learning: An Innovative (and Perhaps Revolutionary) Approach to e-Learning by Clark Aldrich (2004)
What Video Games Have to Teach Us about Learning and Literacy by James Paul Gee (2003)


Alice: A gift from Carnegie Mellon [video]. Retrieved March 9, 2012 from: __

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Entertainment Software Association (2011). Essential facts about the computer and video game industry. Retrieved March 18, 2012 from: __

Fernandez, Kim. (2012). Fun and games. EdTech, 10(1), 15-16.

Funbrain logo [image]. (2012). Retrieved March 9, 2012 from: __http://funbrain.com__

Games and education scholar James Paul Gee on video games learning and literacy [video]. Retrieved March 17, 2012 from: __

Gee, J.P. (2005). Good Video Games and Good Learning. Phi Kappa Phi Forum, 85(2), 33-37.

Gee, J. P. (2009). Surmise the possibilities: Portal to a game-based theory of learning for the 21st century. Retrieved from __

Haas, J (2008). About the education arcade. Retrieved March 18, 2012 from: __http://www.educationarcade.org__/

Institute of Play. Retrieved March 18, 2012 from: __http://instituteofplay.org__

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Kodu. Retrieved March 11, 2012 from: __

Levasseur, A. (2012). How computer games help children learn. Retrieved from: __

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Marzano, R. J. (2007). The art and science of teaching: A comprehensive framework for effective instruction. Virginia: ASCD.

Marzano, R. J. (2010). Using games to enhance student achievement. Educational Leadership, 67(5), 71-72.

Matrix wallpaper [image]. (2009). Retrieved March 18, 2012 from: __

Microsoft at CES: Kudo Demo [video]. Retrieved March 9, 2012 from:

Professor and game designer Katie Salen on games, learning, and new media [video]. Retrieved March 18, 2012 from: __

Quest to Learn. Retrieved March 9, 2012 from: __http://q2l.org__/

Quia logo [image]. (2011). Retrieved March 9, 2012 from: __

Riley, David (2011). The video game industry is adding 2-17 year-old gamers at a rate higher than that age group’s population growth. NPD group. Retrieved March 3, 2012 from: __

Scratch logo [image]. (2007). Retrieved March 17, 2012 from: __

Scratch Overview [video]. Retrieved March 9, 2012 from: __

Van Eck R. (2006). Digital game-based learning: It's not just the digital natives who are restless.
EDUCAUSE Review,// 41(2), 16–30. Retrieved March 3, 2012 from: __


What is Game Based Learning?
Using Games in the Classroom
Advantages of Game-Based Learning
Challenges of Game-Based Learning
Game-Based Learning Conclusion