Alexander, Jonathan. (2009). Gaming, student literacies, and the composition classroom: Some possibilities for transformation. College Composition and Communication, 61(1), 35-63. (*Note: an interesting dialogue followed this article in a later issue of the journal (61.4) between Alexander and Rebekah Shultz Colby, Richard Colby, and Matthew S. S. Johnson.)

Colby, Rebekah Shultz, & Colby, Richard. (2008). A pedagogy of play: Integrating computer games into the writing classroom. Computers and Composition, 25(3), 300-312.

Colby, Richard, Johnson, Matthew S. S., & Colby, Rebekah Shultz. (2013). Rhetoric/composition/play through video games: Reshaping theory and practice of writing. New York: Palgrave.

deWinter, Jennifer, & Vie, Stephanie. (2008). Press enter to “say”: Using Second Life to teach critical media literacy. Computers and Composition, 25(3), 313–322.

deWinter, Jennifer, Griffin, Daniel, McAllister, Ken S., Moeller, Ryan M., & Ruggill, Judd Ethan. (2010). Computer games across the curriculum: A critical review of an emerging technopedagogy. Currents in Electronic Literacy, 11.

Kafai, Yasmin B., & Fields, Deborah A. (2013). Connected play: Tweens in a virtual world. Cambridge, MA: MIT Press.

Lamberti, Adrienne P., & Richards, Anne R. (2012). Gaming/writing and evolving forms of rhetorical awareness. Pedagogy, 12(3), 481-495.

Moberly, Kevin. (2008). Composition, computer games, and the absence of writing. Computers and Composition, 25(3), 284–299.

Stedman, Kyle, & Vie, Stephanie. A new hope for games in the classroom [podcast interviews with Jason Custer, Matt Beale, Phill Alexander, Kevin Moberly, and Samantha Blackmon]. Plugs, Play, Pedagogy.

Stedman, Kyle, & Vie, Stephanie. Grumble, grumble: The pitfalls of gaming pedagogy [podcast interviews with Rebekah Shultz Colby, Richard Colby, and Jennifer deWinter]. Plugs, Play, Pedagogy.

Steinkuehler, Constance, Squire, Kurt, & Barab, Sasha. (2012). Games, learning, and society: Learning and meaning in the digital age. New York, NY: Cambridge UP.

Thompson, Jason C., & Ouellette, Marc (Eds.). (2013). The game culture reader. Newcastle, England: Cambridge Scholars Publishing.

Vie, Stephanie. (2008). Tech writing, meet Tomb Raider: Video and computer games in the technical communication classroom. e-Learning and Digital Media, 5(2).

Vie, Stephanie. (2014). “You are how you play”: Privacy policies and data mining in social networking games. In Jennifer deWinter & Ryan Moeller (Eds.), Computer games and technical communication (pp. 171-187). Burlington, VT: Ashgate.

Special issue of Syllabus, 4(1) 2015: Teaching with and about games

Design, Build, and Assessment Resources

Barton, Matt, & Moberly, Kevin. (2010). Quests and achievements in the classroom. In Pavel Zemliansky & Diane Wilcox (Eds.), Design and implementation of educational games: Theoretical and practical perspectives (pp. 206–225). Hershey, PA: IGI Global.

Colby, Richard. (2014). Writing and assessing procedural rhetoric in student-produced video games. Computers and Composition 31, 43-52.

Kapp, Karl M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco, CA: Pfeiffer/Wiley.

Ruggill, Judd Ethan, & McAllister, Ken S. (2013). Against the use of computer games in the classroom: The wickedness of ludic pedagogies. In Jason Thompson & Marc Ouellette (Eds.), The game culture reader (pp. 86–102). Newcastle, England: Cambridge Scholars Publishing.

Sabatino, Lindsey. (2014). Improving writing literacies through digital gaming literacies: Facebook gaming in the composition classroom. Computers and Composition, 32, 41-53.

Sheldon, Lee. (2012). The multiplayer classroom: Designing coursework as a game. Boston, MA: Cengage.

Squire, Kurt. (2011). Video games and learning: Teaching and participatory culture in the digital age. New York, NY: Teachers College Press.

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