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
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