Project 2: Annotated Bibliography (Final Draft)
This is the annotated
bibliography I will use for project three. The bibliography includes 12 sources
that were found in very credible locations, such as library databases. These
sources include how videogames implemented in the classroom currently and in
the past, have helped students to the obstacles that may be in the way of
videogames being used as an educational tool.
Olivia Sabb
Professor Atkins-Gordeeva
Composition II
March 9, 2022
Annotated
Bibliography
Annetta,
Leonard A. “Video Games in Education: Why They Should Be Used and How They Are
Being Used.” Theory Into Practice, vol. 47, no. 3, 2008, pp. 229–239. JSTOR,
https://doi.org/10.1080/00405840802153940 .
Accessed 1 Mar. 2022.
Annetta explains how current teaching methods
need to adapt to the digital environment younger generations are used to.
Annetta argues that Video games are a gateway to teaching students concepts and
lessons in a more comfortable environment and shows ways that teachers have
implemented video games into their lessons and the benefits they had. This
source is credible, I know this because Leonard is currently the Distinguished
Professor of Science Education at East Carolina University and was a full
professor at George Mason University and an associate professor of Science
Education at North Carolina State University, Leonard’s experience shows that
he is very knowledgeable in Education. His current studies focus on evaluating
video games as a teaching and learning tool and as a vehicle for synchronous
online instruction, he has also written several books about video games being a
learning tool in learning environments. I will use this article to show how
teachers have incorporated video games into their class lessons, and how
effective they were at building their students’ skills, socially and
academically.
Arena,
Dylan. “Video Games as Tillers of Soil.” Theory Into Practice, vol. 54,
no. 2, 2015, pp. 94–100. Academic Search Elite, EBSCO, https://doi.org/10.1080/00405841.2015.1010843 .
Accessed 3 Mar. 2022.
Arena’s article presents a brief introduction
into the versatile field of game-based learning. Arena believes that video games
can be educational, and teachers and schools can borrow these educational
properties from video games and implement them into traditional teaching. This
source is credible because the author has written 20 articles around
incorporating games and education, one of the author’s main interests are also
uses of games in learning contexts. Arena has also graduated with a Ph.D. from
the Learning Sciences and Technology Design Program in the Stanford University
school of Education, showing experience in the field of education. The paper is
neat, and the author clearly displays knowledge about the topic of the paper. I
will use this article to present ways teachers can use and set up gameplay for
learning purposes, and how game-based learning can support and grows students’
knowledge about video games along with subjects in school.
Ashinoff,
Brandon K. “The Potential of Video Games as a Pedagogical Tool.” Frontiers
in Psychology, Frontiers Media S.A., 30 Sept. 2014, https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4179712/# .
Accessed 2 Mar. 2022.
Ashinoff shows how video games have learning
properties within them, and these properties can be utilized for education.
Ashinoff’s stand on the subject is that video games are effective learning
machines and can teach students more than just in-game information and can
motivate students to learn. This article is credible, Brandon has a PhD in
Psychology, with a research focus on Cognitive Neuroscience, from the
University of Birmingham according to the US National Library of Medicine
National Institutes of Health, this article has been cited by two other
articles in its website and has been cited 28 times according to Google
Scholar. Most of the references for this article have come from US National
Library of Medicine National Institutes of Health, or the National Library of
Medicine, which are both credible sources themselves. I will use this article
to show how certain games can influence certain critical skillsets.
Hartt,
Maxwell, et al. “Game on: Exploring the Effectiveness of Game-Based Learning.” Planning
Practice & Research, vol. 35, no. 5, 16 June 2020, pp. 589–604. Academic
Search Elite, : https://doi.org/10.1080/02697459.2020.1778859 .
Accessed 1 Mar. 2022.
Hartt’s study examines how effective
game-based learning is for planning students’ views on learning, their
engagement, and teamwork. The author’s stance is that game-based learning is
very beneficial for students, and games-based learning when used at its most
fundamental level, can be very effective for teaching. This source is very credible,
the study is well put together, the authors have written articles about
Game-based learning in the past, signifying experience. The resources used for
this study to support claims and the study are also very credible, and all
three authors have worked together on another article which talks about
game-based learning but in Computer science education, which is also mentioned
in this article. I will use this paper to show how game-based learning is
effective and flexible for students’ learning and provide examples as to how it
has benefitted students and how we can build strategies to implement games into
classroom settings.
Hess,
Taryn, and Glenda Gunter. “Serious Game-Based and Nongame-Based Online Courses:
Learning Experiences and Outcomes.” British Journal of Educational
Technology, vol. 44, no. 3, 22 Feb. 2013, pp. 372–385. Academic Search
Elite, https://doi.org/10.1111/bjet.12024 .
Accessed 4 Mar. 2022.
Hess and Gunter conduct a qualitative study
on student performance, completion time and student intrinsic motivation in
serious game-based and nongame-based courses. Hess and Gunter do not have a
stance, but they present their current knowledge, new knowledge and pros and
cons about game-based learning, and nongame-based learnings, along with the
findings of their study. This source is credible, Hess is the Director of
Course Development at 21st Century Learning Solutions. Her research focuses on
game-based learning environments and e-learning. Glenda Gunter is an associate
professor, cochair of the Instructional Technology program and program
coordinator of the Educational Technology and eLearning Masters and certificate
programs at the University of Central Florida. She has associated with schools
and educational organizations to develop literacy. She received the 2010
Sloan-C Award for Excellence in Online Teaching from the Sloan Consortium. The
authors have experience and knowledge in online learning and education overall,
proving that they are credible. I will use this article to go into more detail
of what areas of overall student growth can be improved with game-based
learning.
Khalid,
Tooba, et al. “Pakistani Students’ Perceptions about Their Learning Experience
through Video Games.” Library Hi Tech, vol. 38, no. 3, 15 Nov. 2019, pp.
493–503. Library & Information Science Abstracts (LISA), https://doi.org/10.1108/lht-03-2019-0068 .
Accessed 27 Feb. 2022.
Khalid conduct a study to determine if video
games have a positive impact on teenagers’ learning. Khalid argues that the
outcome of the experiment will be that video games do have a positive outcome
for teenagers’ learning and skill development. This source is credible, as this
source is a scholarly journal, and the occupations and achievements of the
authors prove credibility, Tooba Khalid is enthusiastic School Librarian,
working in Lahore Grammar School Library for lastthree to four years. Tooba’s
research interests include information literacy, digital literacy and
children’s information seeking behaviors. Dr Syeda Hina Batool is Assistant
Professor in the Institute of Information Management, University of the Punjab
Pakistan. She has been awarded Punjab Higher Education Commission,
International Postdoc Fellowship to conduct her research at University of
Columbia, Canada. In 2016, she completed her PhD from ISchool, University of
Sheffield, UK. Her research interests focus on examining information literacy
instruction and related literacies (health, digital, workplace, visual, media
etc.), through qualitative research lens. Ayesha Khalid is Researcher and
Visiting Teacher at Minhaj University, Lahore Pakistan. Her primary research
areas are green literacy, sustainable libraries, and information literacy.
Henna Saeed is Reporter and Multimedia Journalist and currently working with
BBC News. Primarily, she is interested in investigating impact of digital
devices or computer information interaction. Syed Waqas Hussain Zaidi is
researcher and studying at National University of Sciences and Technology,
Pakistan. His research interests include investing engineering of digital
devices and tools and impact on human practices. These authors have experience
in learning, and have made many other articles around academics, information
seeking in this journal. I will be using this study to support how video games
can promote searching skills and problem solving, and how learning subjects
that are difficult to comprehend on paper is easier to accomplish with in game
with visuals.
Ostenson,
Johnathan. Exploring the Boundaries of Narrative: Video Games in the English
Classroom, vol. 102, no. 6, July 2013, pp. 71–78. JSTOR, https://www.jstor.org/stable/24484129 .
Accessed 1 Mar. 2022.
Ostenson
examines how video games display narrative elements and storytelling in English
classes and how they can be beneficial to his students. His stance is that he
wants to include videogames in learning, and his efforts were put into
incorporating videogames into high school classrooms. This source is very
credible, Ostenson taught junior high and high school English for more than ten
years and is currently an associate professor of the English education program
at Brigham Young University. He is interested in exploring the intersection of
traditional literacy and new media. Ostenson has also been given Citizenship
assignments, such as Coordinator, University Writing (2018-present) Member,
Faculty General Education Committee Planning Committee Member, Books for Young
Readers Committee English Teaching Major Advisor Co-Creator, Style Academy site
(styleacademy.byu.edu), and has written several publications for learning and
teaching in English and reading. Most of the sources used in this source are
also credible themselves. I will use this to show how English can be enhanced
by video games, and how video games with storylines and narrative properties
can be used for learning English and reading.
Casañ-Pitarch,
Ricardo. “An Approach to Digital Game-Based Learning: Video-Games Principles
and Applications in Foreign Language Learning.” Journal of Language Teaching
and Research, vol. 9, no. 6, 1 Nov. 2018, pp. 1147–1159. ProQuest
Central, https://doi.org/10.17507/jltr.0906.04. Accessed
28 Feb. 2022.
Casañ-Pitarch’s
paper goes into depth on how what approaches we can make to use video games to
promote foreign language learning. His stance is that video games can be
beneficial in developing the skills required to learning foreign languages.
This source is credible, as this source comes from a peer-reviewed scholarly
journal according to the UAPTC Libraries, and the source has over 100
references listed in the works cited page. Ricardo Casañ-Pitarch Earned his
Ph.D Applied Linguistics from Universitat Jaume I in 2014. His major field of
study is genre and language analysis and his PhD dissertation focused on the
analysis of the language used in banks’ corporate websites. Since 2016, he is
also interested in the study of language acquisition processes with the support
of videogames and other digital resources. Dr. Casañ-Pitarch is currently
working as a PhD Assistant Professor at Universitat Politècnica de València. He
has 11 publications tightly centered around gamification in classrooms. I will
use this source as examples of another subject that can benefit students using
video games and the images the author provided may be helpful in explaining
gamification.
Poy,
Raquel, and Marcos García. “Wizards, Elves and Orcs Going to High School: How
Role-Playing Video Games Can Improve Academic Performance through Visual
Learning Techniques.” Education for Information, vol. 35, no. 3, 2 Aug.
2019, pp. 305–318. Academic Search Elite, https://doi.org/10.3233/efi-190285 .
Accessed 5 Mar. 2022.
Poy’s article goes into how new technologies
and tech consumption for most young people today has grown significantly and
young people spend more of their time online, especially for education. Her
stance is that with most of the newer generation in online school and online in
general, we need new teaching methods for education to cause high impact on
young people, especially when it comes to stimulation and visual learning. This
article has been peer reviewed according to the UAPTC Libraries. The authors
specialize in technology and learning, along with 20+ articles each about
learning and incorporating video games into learning and training. Poy is a
Professor at University of León and earned her Ph.D in Psychology and English
and Degree in Philosophy and Education Sciences from the University of
Salamanca and Diploma with the Degree in Speech Therapy from the Pontifical
University of Salamanca, and did her doctoral studies at the Universities of
Salamanca and León. She = receiving a Diploma in Advanced Studies in each of
them. Her main lines of research focus on the study of the historical evolution
of Educational Languages, Contemporary Problems in education and equal
opportunities, educational inclusion, contemporary debates on educational
language and new technologies applied to education. I will use this text to
show how education will need to evolve with technology and how schools can use
this to their advantages to teach students.
Watson,
William R., and Jun Fang. “PBL as a Framework for Implementing Video Games in
the Classroom.” International Journal of Game-Based Learning, vol. 2,
no. 1, Jan. 2012, pp. 77–89. Gale Onefile: Computer Science, https://doi.org/10.4018/ijgbl.2012010105 .
Accessed 6 Mar. 2022.
Watson’s article explains how videogames have
their pros and cons when it comes to implementing them into schools. Watson’s
stance is that teachers have little guidance when it comes to implementing
video games into classrooms and doing so incorrectly can cause students to not
learn and focus. This source is very credible. Watson is an associate professor
of Learning Design and Technology in Purdue University and is Director of
Purdue Center for Serious Games and Learning in Virtual Environments. He has
written many articles about educational technologies and game-based learning.
Jun Fang is a Manager of Instructional Development at Purdue University. He has
also written many articles around education and learning environments. Both authors
show experience in writing and in their fields of study. The article also comes
from a peer-reviewed scholarly journal. I will use this article to compete with
opposing views on videogames as a learning tool, and how teachers can begin
implementing video games into their school curriculums.
Whitton,
Nicola, and Maggie Maclure. “Video Game Discourses and Implications for
Game-Based Education.” Discourse: Studies in the Cultural Politics of
Education, vol. 38, no. 4, 21 Aug. 2017, pp. 561–572. Academic Search
Elite, https://doi.org/10.1080/01596306.2015.1123222 .
Accessed 1 Mar. 2022.
This article explains how one of the
blockades of gamification in schools is mainly due to the media portraying
video games in a negative light and how news articles portray gaming habits as
bad, and how articles can go as far as leaving out important factors that don’t
rely so heavily on video games. Whitton’s stance is that the media portrays
videogames as bad, and videogames have qualities and skills that can help
students learn better in the classroom that are rarely brought into the light.
This source is credible, as there is a significant number of sources used for this
article. Maclure is a professor of Education in the Education and Social
Research Institute, and has books and articles heavily centered around
education. Whitton is a Director of the Durham Centre for Academic Development
at Durham University and has written books that are centered around learning
and how videogames can influence education in adult learning. The authors have
experience in writing and the subject present in the article. I will use this
source to support that the media portrays videogames leaves out most of the
beneficial aspects of videogames and how they can be the exact opposite of
harmful to learning, and instead influence it.
Young,
Michael F, et al. Exploding the Castle: Rethinking How Video Games and Game
Mechanics Can Shape the Future of Education., Information Age Publishing,
2017, pp. 1-301. EBook Collection (EBSCOhost), https://web-s-ebscohost-com.uaptc.idm.oclc.org/ehost/detail/detail?vid=9&sid=e58abb56-a76f-4799-bded-35a621974982%40redis&bdata=JnNpdGU9ZWhvc3QtbGl2ZSZzY29wZT1zaXRl .
Accessed 27 Feb. 2022.
Young’s book talks about how video games in
the classroom can have a positive effect on all types of education, especially with
online learning. Young’s stance is that video games can be a great tool for
educating and stimulating students’ minds. This source is credible. Young is an
Associate Professor of Educational Psychology at the University of Connecticut,
the editors also have varying degrees in related subjects in this book, such as
education, psychology, computer science. Young is also involved with well over
30+ books and articles, which shows that he is well experienced in this field,
Slota earned their Ph.D., Educational Psychology They hold a Ph.D. in
Educational Psychology and have worked on a variety of game and instructional
design projects with organizations including Arizona State University’s Center for Games
& Impact, Intel Corporation, Pfizer, UConn Health,
and UConn’s Greenhouse Studios.
They specialize in Educational Technology, Instructional Game Design, Playful
Learning, Interactive Story Telling, Online Teaching and Learning, Learning
Theory, and Universal Design for Learning. Jalette holds a PhD in Communication
Science, a Masters in Communication Studies, and a Bachelors in Communication
Studies, he has 5 publications mostly around video games and media. I plan to
use this book to show how video games can not only spark interest in students
but can also be less financially demanding on schools and still fully providing
their uses as learning tools.
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