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Date:
Time:
Room Content
Literature read to this meeting
18/1
16-18
A1332
Introduction,
Teacher[s]: Jonas Linderoth & Adam Chapman
registration,
Lecture on 1. The effects
of GBL
25/1
16-18
A1316
Seminar on 1. The
effects of GBL Lecture
on 2. Research
overviews about GBL
Games played:
Teacher[s]: Jonas Linderoth
Katsuo A. Nishikawa & Joseph Jaeger (2011) A Computer
Simulation
Comparing the Incentive Structures of Dictatorships and
Democracies, Journal of Political
Science Education, 7:2, 135-142
Kim, S., & Chang, M. (2010). Computer games for the Math
achievement of diverse students. Educational Technology
and Society, 13(3), 224e232.
Shin, N., Sutherland, L. M., Norris, C. A., & Soloway, E.
(2011). Effects of game technology on elementary student
learning in mathematics. British Journal of Educational
Technology (BJET), 43(4), 540e560.
8/2
16-18
A1316
Seminar on 2. Research
overviews about GBL
Lecture on 3. Different
designs for learning
Teacher[s]: Jonas Linderoth
Typing Jets
Elizabeth A. Boyle, Thomas Hainey, Thomas M. Connolly,
Grant Gray, Jeffrey Earp, Michela Ott, Theodore Lim,
Manuel Ninaus, Claudia Ribeiro, João Pereira, An update to
the systematic literature review of empirical evidence of the
impacts and outcomes of computer games and serious
games, Computers & Education, Volume 94, March 2016,
http://www.arcademics.com/g
ames/typing-jets/typingjets.html
Memory reloaded – The
22/2
16-18
A1316
Seminar 3. Different
designs for learning
Lecture on 4.
procedural rhetoric
Pages 178-19
downfall
Thomas Hainey, Thomas M. Connolly, Elizabeth A. Boyle,
Amanda Wilson, Aisya Razak, A systematic literature
review of games-based learning empirical evidence in
primary education, Computers & Education, Volume 102,
November 2016, Pages 202-223
http://www.molleindustria.or
g/memory/memory_reloaded.
html
Teacher[s]: Jonas Linderoth & Adam Chapman
Doucet, L., & Srinivasan, V. (2010, July). Designing
entertaining educational games using procedural rhetoric: a
case study. In Proceedings of the 5th ACM SIGGRAPH
Symposium on Video Games (pp. 5-10). ACM.
http://dl.acm.org.ezproxy.ub.gu.se/citation.cfm?doid=18361
35.1836136
Jet ski addition
http://www.arcademics.com/g
ames/jet-ski/jet-ski.html
Super Energy Apocalypse
game
Malone, T. W. & Lepper, M. R. (1987). Making learning
fun: A taxonomy of intrinsic motivations for learning. I R.E. http://www.kongregate.com/g
Snow & M. J. Farr (Red.), Aptitude, learning and interaction ames/larsiusprime/superenergy-apocalypse-recycled
III cognitive and affective process analysis (ss. 223-253).
Hillsdale, NJ: Lawrence Erlbaum.
8/3
16-18
A1334
Seminar on 4.
procedural rhetoric
Lecture on 5. Games as
representations
(example history)
Teacher[s]: Adam Chapman
Ferrara, J. (2013). Games for persuasion argumentation,
procedurality, and the lie of gamification. Games and
Culture, 8(4), 289-304.
Seiffert, J., & Nothhaft, H. (2015). The missing media: The
Depression quest
http://www.depressionquest.c
om/dqfinal.html
procedural rhetoric of computer games. Public Relations
Review, 41(2), 254-263.
22/3
16-18
A1334
Seminar on games 5.
Games as
representations
(example history)
Lecture on 6. Fading
representations and
trivialisations
Teacher[s]: Adam Chapman
Chapman, A. (2012). Privileging Form Over Content:
Analysing Historical Videogames. Journal of Digital
Humanities, 1(2), 1-2.
Memoir 44 online
https://www.daysofwonde
r.com/memoir44online/en/
McCall, J. (2016). Teaching History With Digital Historical
Games. Simul. Gaming 47, 4 (August 2016), 517-542.
Spring, D. (2015) Gaming history: computer and video
games as historical scholarship, Rethinking History, 19:2,
207-221,
5/4
16-18
A1314
Seminar on 6. Fading
representations and
trivialisations
Lecture on 7. Game
Characteristics and
learning
Teacher[s]: Adam Chapman & Jonas Linderoth
Sweatshop
Chapman, A. & Linderoth, J. (2015). Exploring the limits of
play: A case study of
representations of Nazism in games. In T. Mortensen, J.
Linderoth & A. Brown (Eds.) The Dark Side of Game Play:
Controversial Issues in Playful Environments (pp. 137-153).
London: Routledge
http://www.playsweatshop
.com/
Harviainen, J. T., Lainema, T., & Saarinen, E. (2014).
Player-reported impediments to game-based learning.
ToDigra, 1(2), 55-83.
http://todigra.org/index.php/todigra/article/view/14
Linderoth, J., Lindström, B., & Alexandersson, M. (2004).
Learning with computer games. I J. Goldstein, D.
Buckingham & G. Brougere (Red.), Toys, games and media
(ss. 157-176). London: Lawrence Earlbaum.
19/4
16-18
A1332
Seminar on 7. Game
Characteristics and
learning
Diagnostic test and
repetition
Teacher[s]: Jonas Linderoth
Gee, J. P. (2004). Learning by Design: Good video games as
learning machines. E-Learning, 2(1), 5-16.
http://ldm.sagepub.com/content/2/1/5.full.pdf+html
Minecraft
(creative survival and
hardcore mode)
Linderoth, J. (2012). Why gamers donʼt learn more: An
ecological approach to games as learning environments.
Journal of Gaming and Virtual Worlds, 4(1), 45-62.
http://www.ingentaconnect.com.ezproxy.ub.gu.se/content/int
ellect/jgvw/2012/00000004/00000001/art00003
2/5
16-18
A1316
EXAMINATION
Teacher[s]: Jonas Linderoth
3/5
16-18
A1314
Introduction to project
Teacher[s]: Jonas Linderoth
17/5
16-18
A1334
Supervision & Resit
Teacher[s]: Jonas Linderoth & Adam Chapman
14/6
16-18
A1334
EXAMINATION
Teacher[s]: Jonas Linderoth
A game of your own choice
that you like to work with