Skip to main content

Reviewing the Content of Videogame Lesson Plans Available to Teachers

  • Chapter
Bridging Literacies with Videogames

Part of the book series: Gaming Ecologies and Pedagogies Series ((GEAPS))

  • 958 Accesses

Abstract

Teachers are far more likely to use resources that they have immediate and easy access to (Grossman & Thompson, 2008). It is with that understanding that I approached the issue of locating and analyzing the content of lesson plans available to teachers on the subject of videogames.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 49.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  • Annetta, L. A. (2008). Video games in education: Why they should be used and how they are being used. Theory into Practice, 47 (3), 229–239.

    Article  Google Scholar 

  • Brand, G. A. (1997). What research says: Training teachers to use technology: Journal of Staff Development, 19 (1). Accessed September 15, 2013, Retrieved from http://wikieducator.org/images/4/4b/What_Research_Says_-_Training_Teachers.pdf

    Google Scholar 

  • Clark, C. M., & Dunn, S. (1991). Second-generation research on teacher’' planning, intentions, and routines. In H. Waxman & H. Walberg (Eds.), Effective teaching: Current research (pp. 183–201), Berkeley, CA: McCutchan Publishing Corporation.

    Google Scholar 

  • Cope, K., & Kalantzis, M. (1999). Multiliteracies: Literacy learning and the design of social futures. London, England: Routledge.

    Google Scholar 

  • de Freitas, S. (2005). Learning through Play. Using educational games and simulations to support post-16 learners. London, UK: London Learning and Skills Research Centre.

    Google Scholar 

  • de Freitas, S. (2006). Using games for simulation and supporting learning. Learning, Media, and Technology, 31 (4), 343–358.

    Article  Google Scholar 

  • Echevarria, J., Vogt, M., & Short, D. (2012). Making text comprehensible for English learners: The SIOP model, (4th ed.) . New York, NY: Pearson.

    Google Scholar 

  • Egenfeldt-Nelson, S. (2006). Overview of the research on the education use of videogames. Nordic Journal of Digital Literacy, 3. Retrieved from http://www.idunn.no/ts/dk/2006/03/overview_of_research_on_the_educationaluseof_video_games?mode=print&skipDecorating=true&textSize=

  • Ertmer, P. A. (2005). Teacher pedagogical beliefs: The final frontier in our quest for technology integration?. Educational technology research and development, 53 (4), 25–39.

    Article  Google Scholar 

  • Gerber, H. R., & Price, D. P. (2013). Fighting baddies and collecting bananas: Teachers’ perceptions of game-based literacy learning. Educational Media International, 50 (1), 51–62.

    Article  Google Scholar 

  • Grossman, P., & Thompson, C. (2008). Learning from curriculum materials: Scaffolds for new teachers? Teaching and Teacher Education, 24, 1014–1026.

    Article  Google Scholar 

  • Hunter, M. (1984). Knowing, teaching and supervising. In P. Hosford (Ed.), Using what we know about reading. (pp. 169–203). Alexandria, VA: Association for Supervision and Curriculum Development.

    Google Scholar 

  • iProspect (2006). Search engine user behavior study. Retrieved from district4.extension.ifas.ufl.edu/Tech/TechPubs/WhitePaper_2006_SearchEngineUserBehavior.pdf

    Google Scholar 

  • Kalantzis, M. (1995). The new citizen and the new state. In W. Hudson (Ed.), Rethinking Australian citizenship. Sydney: University of New South Wales Press.

    Google Scholar 

  • Lave, J., & Wenger, E. (1991). Situated learning: Legitimate peripheral participation. Cambridge, MA: Cambridge University Press.

    Book  Google Scholar 

  • McCafferty, D. F., Lockwood, J. R., Koretz, D., & Hamilton, L. S. (2003). Evaluating value-added models for teacher accountability. Santa Monica, CA: RAND corporation.

    Google Scholar 

  • Miles, M. B., & Huberman, A. M. (1994). Qualitative data analysis: An expanded sourcebook (2nd ed.). Thousand Oaks, CA: Sage Publications.

    Google Scholar 

  • Mishra, P., & Koehler, M. J. (2006). Technological pedagogical content knowledge: A framework for teacher knowledge. Teachers College Record, 108 (6), 1017–1054.

    Article  Google Scholar 

  • Mitgutsch, K. (2011). Playful learning experiences: Meaningful learning patters in players' biographies. International Journal of Gaming and Computer-Mediated Simulations, 3 (3), 54–68.

    Article  Google Scholar 

  • National Center for Universal Design for Learning. (2013). What is UDL? Retrieved July 3, 2013, from http://www.udlcenter.org/aboutudl/whatisudl

  • New London Group. (1996). A pedagogy of multiliteracies: Designing social futures. Harvard Educational Review, 66 (1), 60–92.

    Google Scholar 

  • Nystrand, M. (1982) What writers know: The language, process, and structure of written discourse. New York, NY: Academic press.

    Google Scholar 

  • Ravitch, D. (2013). Reign of terror: The hoax of the privatization movement and the threat to public schools. New York, NY: Knopf.

    Google Scholar 

  • Rice, M. (2010). Book review: School discourse: Learning to write across years of schooling. Journal of Adolescent and Adult Literacy, 54 (1), 74–77.

    Article  Google Scholar 

  • Rice, M. (2011a). Adolescent boys’ literate identity. Bingley, UK: Emerald Group Publishing Limited.

    Google Scholar 

  • Rice, M. (2011b). Competing and conflicting identity plotlines: Navigating personal narratives of entering teaching. Studying Teacher Education, 7 (2), 145–154.

    Google Scholar 

  • Rice, M. (2012). Using graphic texts in secondary classrooms: A tale of endurance. English Journal, 101 (5), 27–43.

    Google Scholar 

  • Rice, M., & Coulter, C. (2012). Exploring chronotopic shifts between known and unknown in our teacher educator identity narratives. In E. Chan, V. Ross & D. Keyes, (Eds.), Narrative inquirers in the midst of meaning-making: Interpretive acts of teacher educators. Bingley, UK: Emerald Press.

    Google Scholar 

  • Ruthven, K. (2012). Constituting digital tools and materials as classroom resources: The example of dynamic geometry. Mathematics Teacher Education, 7, 83–103.

    Google Scholar 

  • Shulman, L. (1986). Those who understand: Knowledge growth in teaching. Educational Researcher, 15 (2), 4–14.

    Article  Google Scholar 

  • SOE (2013). Beginners guide to SEO. Retrieved from http://www.seomoz.org/beginners-guide-to-seo

  • Squire, K. (2003). Videogames in education. Computers in Entertainment, 2 (1), 10.

    Google Scholar 

  • Squire, K. (2006). From content to context: Videogames as designed experience. Educational Researcher, 35 (8), 19–29.

    Article  Google Scholar 

  • Squire, K. (2011). Videogames and learning: Teaching and participatory culture in the digital age. New York, NY: Teachers College Press.

    Google Scholar 

  • Swales, J. (1990). Genre analysis: English in academic and research settings. Cambridge, MA: Cambridge University Press.

    Google Scholar 

  • Tondeur, J., van Braak, J., Sang, G., Voogt, J., Fisser, P., & Ottenbreit-Leftwich, A. (2012). Preparing preservice teachers to integrate technology in education: A synthesis of qualitative evidence. Computers & Education, 59 (1), 134–144.

    Article  Google Scholar 

  • Young, M. F., Slota, S., Cutter, A. B., Jalette, G., Mullin, G., Lai, B., & Yukhymenko, M. (2012). Our Princess Is in Another Castle A Review of Trends in Serious Gaming for Education. Review of Educational Research, 82 (1), 61–89.

    Article  Google Scholar 

Download references

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2014 Sense Publishers

About this chapter

Cite this chapter

Rice, M. (2014). Reviewing the Content of Videogame Lesson Plans Available to Teachers. In: Gerber, H.R., Abrams, S.S. (eds) Bridging Literacies with Videogames. Gaming Ecologies and Pedagogies Series. SensePublishers, Rotterdam. https://doi.org/10.1007/978-94-6209-668-4_9

Download citation

Publish with us

Policies and ethics