readings

This note last modified March 5, 2024

  • A primer on learning theories (https://osf.io/preprints/edarxiv/ze5hc/)
  • Revision of Blooms Taxonomy
  • Intrinsically Motivating Play (https://www.researchgate.net/publication/344268912_Intrinsically_Motivating_Instruction-Thomas_Malone)
  • Another reference that I use a lot is [K. R. Koedinger, J. L. Booth, and D. Klahr, “Instructional Complexity and the Science to Constrain It,” Science (80-. )., vol. 342, no. 6161, pp. 935–937, Nov. 2013, doi: 10.1126/science.1238056.]. The paper itself is not super useful (though it’s a great reference for motivating grants) but the table of instructional design principles is great and if you look at the table provided in the supplementary material you can find the original sources for that principle list. What you’re most interested in likely lives in the Sense-making / Understanding space. I’ve also used this list as this basis for a reference deck of principle cards that I use in my class here: http://edugames.design/principles I need to make some updates but might be useful for thinking about design.

Tailoring Research to be Useful for Industry

Reflective Games

  • embedded design kaufman (exists)
  • Slovak’s reflective practicum 2017
  • Reread evaluating serious experience in games
  • R. Wylie and M. T. H. Chi, “The Self-Explanation Principle in Multimedia Learning,” in The Cambridge Handbook of Multimedia Learning, Cambridge University Press, 2014, pp. 413–432.
  • J. E. Richey and T. J. Nokes-Malach, “How much is too much? Learning and motivation effects of adding instructional explanations to worked examples,” Learn. Instr., vol. 25, pp. 104–124, 2013, doi: 10.1016/j.learninstruc.2012.11.006.
  • D. B. Clark, S. S. Virk, J. Barnes, and D. M. Adams, “Self-explanation and digital games: Adaptively increasing abstraction,” Comput. Educ., vol. 103, pp. 28–43, Dec. 2016, doi: 10.1016/j.compedu.2016.09.010.
  • Weaver & Lewis Mirrored Morality
  • Kremar & Cingel Moral Foundations Theory
  • Melcer, Digra 2022, unintended learning in commercial video games.
  • Tamborini, the influence of morality subcultures on the acceptance and appeal of violence

Digitally altered consciousness

  • tuning stressful experiences in a VR game (exists)
  • modifiers in adaptive video game music (exists)

Research Creation

Qualitative Methods

  • Look through the chapters in Game Research Methods (https://dl.acm.org/doi/book/10.5555/2812774)
  • Rhode island council on the humanities evaluation toolkit
  • Gee, introduction to discourse analysis, 2004 (there may be better ones, ask Josh)
  • Construction of knowledge online, James & Busher 2009
  • Willis, Jost, Nilakanta 2007 Foundations of qualitative research
  • Birks & Mills: Grounded Theory, a practical guide
  • Guba & Lincoln Naturalistic Inquiry
  • Cynefin.io sense making model / knowledge management model

Benefits of Games

Pedagogy

Philosophy in the classroom

  • Teaching philosophy through roleplaying
  • Designing Technology to support reflection
  • Survey On Teaching With Digital Games-Takeuchi.md
  • Schrier: Designing and using games to teach ethics and ethical thinking
  • Campbell 2007: How can we know that ethics education produces ethical doctors?
  • Hejase & Tabch: Ethics Education, an assessment case of the American University of Science and Technology-Lebanon
  • Paul & Elder: Critical Thinking, competency standards essential to the cultivation of essential skills
  • Ryan & Bisson. Can Ethics be taught?
  • Elliot: Ethics in the first person, a guide to teaching and learning practical ethics

Game & Explorable Design

Games User Research

AR

  • Why Is Ar Meaningful-Laato.md

Violent Video Games

  • Violent Video Games Makes Players Violent (exists)
  • Games and Aggression (exists)
  • General aggression model (exists)
  • Implicit association test effects of video games (exists)
  • Hartmann Moral Disengagement in violent video games

AI

Pure Philosophy

  • Transgressions: The Offences of Art, Anthony Julius
  • Virtual Existentialism - Gualeni
  • Weapons of Math Destruction
  • Automating Inequality
  • Computers as Theater - Brenda Laurel
  • The creative Mind, Boden. Apparently Chapter 4 has some stuff on what creativity is.

Other

  • Pierre Duhem physical theory and experiment
  • Conceptualization Of Skill Chains-Miller.md (exists)
  • Brain Computation By Assemblies Of Neurons-Papadimitriou.md (downloaded)
  • Work Group Diversity-Knippenberg.md (exists)
  • Gender Stereotypes In Modern Countries-Breda.md

Things to google

the generation effect of memory and the self-explanation principle of instructional design

books I should read