Bibliography

This is a brief bibliography of articles and books about the usefulness of educational games for learning history!

Anderson, Janna, and Lee Rainie. The Future of Gamification. Pew Internet & American Life Project. 18 May 2012, http://www.pewinternet.org/2012/05/18/the-future-of-gamification/.

Beavers, Sian. The Informal Learning of History with Digital Games. Open University, PhD dissertation, 2020.

Bokolas, Vassilia, Dimitra Panagouli. “Between ‘Fortnite’ and ‘Civilization’: Digital Games and Historical-Cultural Education.” In ECGBL 2019 13th European Conference on Game-Based Learning. Edited by Lars Elbaek, Gunver Majgaard, Andrea Valente, Saifuddin Khalid.

Brysch, Carmen P., et al. “Evaluating Educational Computer Games in Geography: What is the Relationship to Curriculum Requirements?” Journal of Geography 111, no. 3 (2012): 102-112.

Carrascosa, Carlos Lázaro, Irene Palomero Ylardia, Maximiliano Paredes-Velasco, María del Carmen Navarro Garcíia-Suelto. “Game-Based Learning With Augmented Reality for History Education.” IEEE Revista Iberoamericana de Tecnologías del Aprendizaje 19 (2024): https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=10440603.

Cassell, Justine, and Henry Jenkins, eds. Beyond Barbie & Mortal Kombat: New Perspectives on Gender and Gaming. Cambridge: MIT Press, 2011.

Celik, Bünyamin, Recep Bilgin, Yunus Yıldız. “An Evaluation of Positive and Negative Aspects of Educational Games: A Case Study in Erbil Brayaty Primary School.” International Journal of Social Sciences & Educational Studies 9, no. 1 (2022): https://doi.org/10.23918/ijsses.v9i1p227.

Chen, Hao-Jan Howard, Hsiao-Ling Hsu. “The impact of a serious game on vocabulary and content learning.” Computer Assisted Language Learning 33, no. 7 (2020): 811-832. https://doi.org/10.1080/09588221.2019.1593197.

Clyde, Jerremie, and Glenn R. Wilkinson. “More Than a Game…Teaching in the Gamic Mode: Disciplinary Knowledge, Digital Literacy, and Collaboration.” The History Teacher 46, no. 1 (2012): 45-66.

Corbeil, Pierre, and Dany Laveault. “Validity of a Simulation Game as a Method for History Teaching.” Simulation & Gaming 42, no. 4 (2008): 418-422.

Dambekodi, Sahith, Spencer Frazier, Prithviraj Ammanabrolu, Mark O. Riedl. “Playing Text-Based Games with Common Sense.” Wordplay: When Language Meets Games Workshop, 2020, https://arxiv.org/pdf/2012.02757.

Daniel, Spikol. “Exploring Novel Learning Practices Through Co-designing Mobile Games.” In Researching Mobile Learning: Frameworks, Tools, and Research Designs. Edited by Giasemi Vavoula, Norbert Pachler, and Agnes Kukulska-Hume. Oxford: Peter Lang, 2009.

Denning, Andrew. “Deep Play? Video Games and the Historical Imaginary.” American Historical Review 126, no. 1 (2021): 180-198. https://doi.org/10.1093/ahr/rhab002.

DiCamillo, Lorrei, and Jill Gradwell. “Using Simulations to Teach Middle Grade U.S. History in an Age of Accountability.” In Research in Middle Education Online. 2012.

Druin, Allison. “Cooperative Inquiry: Developing New Technologies for Children with Children.” Proceedings of the SIGCHI conference on Human Factors in Computing Systems, University of Maryland, College Park, MD, May 15-20, 1999.

Ferdig, Richard E., Enrico Gandolfi. “Education.” In The Routledge Companion of Video Game Studies 2nd Edition, 393-400. Edited by Mark J. P. Wolf, Bernard Perron. New York: Routledge, 2023.

Fisher, Stephanie. “Playing with World War II: A Small-Scale Study of Learning in Video Games.” Loading… 5, no. 8 (2011): https://journals.sfu.ca/loading/index.php/loading/article/view/96.

de Freitas, Sara. “Are Games Effective Learning Tools? A Review of Educational Games.” Educational Technology & Society 21, no. 2 (2018): 74-84. https://www.jstor.org/stable/26388380.

Gee, James Paul. What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave Macmillan, 2007.

Gee, James Paul, and Elizabeth Hayes. Women and Gaming: The Sims and 21st Century Learning. New York: Palgrave Macmillan, 2010. 

Gilbert, Lisa. “‘Assassin’s Creed reminds us that history is human experience’: Students’ senses of empathy while playing a narrative video game.” Theory & Research in Social Education, no. 1 (2019): 108-137. https://doi.org/10.1080/00933104.2018.1560713.

Hamilton, Kirk. “They Made a Video Game About Slavery, and It’s Actually Good.” Kotaku. 12 February 2012, http://kotaku.com/5885194/they-made-a-video-game-about-slavery-and-its-actually-good.

Hammer, Jessica, Alexandra To, Karen Schrier, Sarah Lynne Bowman, Geoff Kaufman. “Learning and Role-Playing Games.” In The Routledge Handbook of Role-Playing Game Studies, 299-316. Edited by José P. Zagal and Sebastian Deterding. London: Routledge, 2024.

Hancock, Michael. “Games with Words: Textual Representation in the Wake of Graphical Realism in Videogames.” University of Waterloo, MA thesis. 2016. https://uwspace.uwaterloo.ca/items/58e59f25-b001-4584-afd9-b8f9c092bbf9.

Hartman, Abbie, Rowan Tulloch, Helen Young. “Video Games as Public History: Archives, Empathy and Affinity.” International Journal of Computer Game Research 21, no. 4 (2021): https://gamestudies.org/2104/articles/hartman_tulloch_young.

Houghton, Robert. Teaching the Middle Ages through Modern Games: Using, Modding and Creating Games for Education and Impact. Berlin: De Gruyter, 2022.

Johansson, Stefan J. “What Makes Online Collectible Card Games Fun to Play?” Breaking New Ground: Innovations in Games, Play, Practice and Theory: Proceedings of Digital Games Research Association 2009.

Kapell, Matthew and Andrew Elliott, eds. Playing with the Past: Digital Games and the Simulation of History. New York: Bloomsbury Academic, 2013.

Kee, Kevin. “Computerized History Games: Narrative Options.” Simulation & Gaming 42, no. 4 (2008): https://doi.org/10.1177/1046878108325441.

Kennedy-Clark, Shannon, Kate Thompson. “What Do Students Learn When Collaboratively Using a Computer Game in the Study of Historical Disease Epidemics, and Why?” Games and Culture 6, no. 6 (2011): https://doi.org/10.1177/15554120114313.

Klopfer, Eric, Jason Haas, and Henry Jenkins. The More We Know: NBC News, Educational Innovation, and Learning from Failure. Cambridge: MIT Press, 2012.

Klopfer, Eric, et al. “Weatherlings: A New Approach to Student Learning Using Web-Based Mobile Games.” Proceedings of the Fifth International Conference on the Foundations of Digital Games, Pacific Grove, CA, 19-20 June 2010.

Kolek, Lukáš, Vít Šisler, Patrícia Martinková, Cyril Brom. “Can video games change attitudes towards history? Results from a laboratory experiment measuring short- and long-term effects.” Journal of Computer Assisted Learning 37, no. 5 (2021): 1348-1369. https://doi.org/10.1111/jcal.12575.

Koster, Raph. A Theory of Fun for Game Design. Sebastopol, CA: Paraglyph Press, 2005.

Lee, Woo Hyun, Sang Yong Park, Won Hyung Lee. “Game-Based Learning and Assessment for History Education.” Preprints (2021): https://doi.org/10.20944/preprints202103.0761.v1.

MacCallum-Stewart, Esther, Justin Parsler. “Controversies: Historicising the Computer Game.” Proceedings of DiGRA 2007 Conference Tokyo (2007): 203-210. https://repository.uel.ac.uk/download/29abd7a360be7f80b7bd2e83333aae7d31a5d7de6ba8e9b2edf75bc5f29ad9c1/467869/MacCallum-Stewart%2C%20E%20%282007%29%20DiGRA%20203-10.pdf.

Malegiannaki, Irini A., Thanasis Daradoumis, Symeon Retalis. “Teaching Cultural Heritage through a Narrative-based Game.” Journal on Computing and Cultural Heritage 13, no. 4 (2020): 1-28. https://dl.acm.org/doi/abs/10.1145/3414833.

Martí-Parreño, José, Amparo Galbis-Córdova, María José Miquel-Romero. “Students’ attitude towards the use of educational video games to develop competencies.” Computers in Human Behavior 81 (2018): 366-377. https://doi.org/10.1016/j.chb.2017.12.017.

McCall, Jeremiah. Gaming the Past: Using Video Games to Teach Secondary History, 2nd edition. New York: Routledge, 2022.

McCall, Jeremiah. “The Historical Problem Space Framework: Games as a Historical Medium.” International Journal of Computer Game Research 20, no. 3 (2020): https://www.researchgate.net/profile/Jeremiah-Mccall/publication/344338684_The_Historical_Problem_Space_Framework_Games_as_a_Historical_Medium/links/6034fbd292851c4ed58f99ca/The-Historical-Problem-Space-Framework-Games-as-a-Historical-Medium.pdf?origin=journalDetail&_tp=eyJwYWdlIjoiam91cm5hbERldGFpbCJ9.

McCall, Jeremiah. “Teaching History With Digital Historical Games: An Introduction to the Field and Best Practices.” Simulation & Gaming 47, no. 4 (2016): https://doi.org/10.1177/10468781.

McCall, Jeremiah. “Video Games as Participatory Public History.” In A Companion to Public History, 405-416. Edited by David Dean. New York: John Wiley & Sons, 2018. https://doi.org/10.1002/9781118508930.ch29.

McGonigal, Jane. Reality is Broken: Why Games Make Us Better and How They Can Change the World. New York: Penguin, 2011.

McMichael, Andrew. “PC Games and the Teaching of History.” The History Teacher 40, no. 2 (2007): 203-218. https://www.jstor.org/stable/30036988.

Metzger, Scott Alan, Richard J. Paxton. “Gaming History: A Framework for What Video Games Teach About the Past.” Theory & Research in Social Education 44, no. 4 (2016): https://doi.org/10.1080/00933104.2016.1208596.

Mindshift. “Video Games That Bring Civics Class to Life.” Mind/Shift. 9 October 2012, http://blogs.kqed.org/mindshift/2012/10/video-games-that-bring-civics-class-to-life/.

New Media Consortium Horizon Project. New Media Consortium Horizon Report: 2012 K-12 Education. Annual Report, 2012.

New Media Consortium Horizon Project. New Media Consortium Horizon Project: Technology Outlook STEM+ Education 2012-2017. Annual Report, 2012.

Oceja, Jorge, David Abián-Cubillo, Marina Torres-Trimallez. “Games for Teaching and Learning History: a Systematic Literature.”

O’Neil, Harold F., Eva L. Baker, Ray S. Perez, Stephen E. Watson, eds. Theoretical Issues of Using Simulations and Games in Educational Assessment: Applications in School and Workplace Contexts. London: Routledge, 2022.

Rahimi, Farzan Baradaran, Beaumie Kim, Richard M. Levy, Jeffrey E. Boyd. “A Game Design Plot: Exploring the Educational Potential of History-Based Video Games.” IEEE Transactions on Games 12, no. 3 (2020): 312-322.  doi: 10.1109/TG.2019.2954880.

Richards, John, et al. Games for a Digital Age: K-12 Market Map and Investment Analysis. Joan Ganz Cooney Center. 8 January 2013.

Roy Rosenzweig Center for History and New Media. Special section on games. Digital Humanities 1, no. 2 (2012), http://journalofdigitalhumanities.org/1-2/.

Sáez-Lόpez, José-Manuel, John Miller, Esteban Vázquez-Cano, María-Concepciόn Domínguez-Garrido. “Exploring Application, Attitudes and Integration of Video Games: MinecraftEdu in Middle School.” Educational Technology & Society 18, no. 3 (2015): 114-128.

Shaffer, David William. How Computer Games Help Children Learn. New York: Palgrave, 2006.

Shelton, Brett E., and Jon Scoresby. “Aligning Game Activity with Educational Goals.” Educational Technology Research and Development 59, no. 1 (2011), 113-138.

Spring, Dawn. “Gaming history: computer and video ganges as historical scholarship.” Rethinking History 19, no. 2 (2015): https://doi.org/10.1080/13642529.2014.973714.

Squire, Kurt. Making Games for Impact. Boston: MIT Press, 2021.

Squire, Kurt. Video Games and Learning. New York: Teachers College Press, 2011.

Towns, Armond R. “Gamifying blackness: from slave records to Playing History: Slave Trade.” Information, Communication & Society 24, no. 12 (2021): https://doi.org/10.1080/1369118X.2020.1739730.

Uricchio, William. “Simulation, History, and Games.” In Handbook of Computer Game Studies, 327-341. Edited by Joost Raessens and Jeffrey Goldstein. Cambridge, MA: The MIT Press, 2005.

De Vero, Ivo, Matthew Barr. “A Historical Text-Based Game Designed to Develop Critical Thinking Skills.” International Journal of Game-Based Learning 13, no. 1 (2023): DOI: 10.4018/IJGBL.323138.

Waters, Audrey, What Are Games and Simulations Good For?” Hack Education (blog) May 18, 2015. https://hackeducation.com/2015/05/18/simulations.

Young, Michael F., Stephen Slota, Andrew B. Cutter, Gerard Jalette, Greg Mullin, Benedict Lai, Zeus Simeoni, Matthew Tran, Mariya Yukhymenko. “Our Princess is in Another Castle: A Review of Trends in Serious Gaming for Education.” Review of Educational Research 82, no. 1 (2012): https://doi-org.mutex.gmu.edu/10.3102/0034654312436980.

Yu, Zhonggen, Mingle Gao, Lifei Wang. “The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction.” Journal of Educational Computing Research 59, no. 3 (2020): https://doi-org.mutex.gmu.edu/10.1177/0735633120969214.

Yu, Zhoggen, Wei Hua Yu, Xiaogui Fan, Xiao Wang, “An Exploration of Computer Game-Based Instruction in the ‘World History’ Class in Secondary Education: A Comparative Study in China.” PLoS ONE 9, no. 5 (2014): http://dx.doi.org/10.1371/journal.pone.0096865.

Zeng, Jialing, Sophie Parks, Junjie Shang. “To learn scientifically, effectively, and enjoyably: A review of educational games.” Human Behavior and Emerging Technologies 2, no. 2 (2020): https://doi.org/10.1002/hbe2.188.

Zucconi, Laura, Ethan Watrall, Hannah Ueno, Lisa Rosner. “Pox and the City: Challenges in Writing a Digital History Game.” In Writing History in the Digital Age, 198-206. Edited by Kristen Nawrotzki, Jack Dougherty. Ann Arbor: University of Michigan Press, 2013. https://dx.doi.org/10.1353/book.27633.