26. +
Culture of Learning in Higher Ed
Learning <> Fun
Games = Fun
Therefore: Games <> Learning
27. +
References and Resources
ARIS - http://arisgames.org/
Bloomfield, R. (2009). World of Bizcraft. Journal of Virtual Worlds Research, 2(3), 3 - 34.
de Lucia, A., Francese, R., Passero, I., &Tortora, G. (2008). Development and evaluation of a
virtual campus on Second Life: The case of SecondDMI. Computers & Education, 52(1).
Foster, A. L. (2007). Professor Avatar. The Chronicle of Higher Education, 54(4). Retrieved from
http://chronicle.com/weekly/v54/i04/04a02401.htm
Gee, J. P. (2013). The Anti-Education Era: Creating Smarter Students Through Digital Learning.
New York: New York: Palgrave Macmillan.
Horton, K., Davenport, E., Hall, H., & Rosenbaum, H. (2002). Internet simulations for teaching,
learning and research: An investigation of e-commerce interactions and practice in the Virtual
Economy. Education for Information, 20(3/4).
Hudson, K., &Degast-Kennedy, K. (2009). Canadian border simulation at Loyalist College.
Journal of Virtual Worlds Research, 2(1), 3 - 11.
Inman, C., Wright, V. H., & Hartman, J. A. (2010). Use of Second Life in K-12 and Higher
Education: A Review of Research. Journal of Interactive Online Learning, 9(1), 44 63.Kupperman, J., &Weisserman, G. (2005). Curriculum Games: An Online Character-Playing
Project as "Ironist Curriculum". Curriculum Games, 1 - 13.
28. +
References and Resources
Liz Lawley
Lee, P. D. (2009). Using Second Life to Teach Operations
Management. Journal of Virtual Worlds Research, 2(1).
Just Press Play - https://play.rit.edu/
Andy Phelps - http://games.rit.edu/works-and-papers
Redistricting Game - http://redistrictinggame.org/
Savin-Baden, M., Gourlay, L., Tombs, C., Steils, N., Tombs, G.,
&Mawer, M. (2010). Situating Pedagogies, Positions and Practices
in Immersive Virtual Worlds. Educational Research 52(2), 123133.
Wiggins, G., &McTighe, J. (2006). Understanding by Design
(Second ed.). Upper Saddle River, NJ: Pearson Education, Inc.