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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