The Educational Value of Commercial Games

Video games, and games in general, are a growing area of interest in learning sciences research. The ubiquity of gaming in contemporary western culture provides a unique platform of study, not only because a large proportion of the population engages…

Why Games Matter

Why Games Matter

Mayer, B., & Harris, C. (2010). Libraries got game: Aligned learning through modern board games. Chicago: American Library Association. In Chapter 2: Why Games Matter of Mayer & Harris’s (2010) book Libraries Got Game, the authors make the case for the…

The Impact of Video Game Based Design Projects in Engineering Design Courses

The Impact of Video Game Based Design Projects in Engineering Design Courses

Ranalli, J., & Ritzko, J. (2013). Assessing the impact of video game based design projects in a first year engineering design course. Frontiers in Education Conference, 2013 IEEE, (0756992), 530–534. http://doi.org/10.1109/FIE.2013.6684880 In Assessing the Impact of Video Game Based Design Projects…

The Effectiveness of Robotics to Foster Collaboration Among Children with Autism

Wainer, J., Ferrari, E., Dautenhahn, K., & Robins, B. (2010). The effectiveness of using a robotics class to foster collaboration among groups of children with autism in an exploratory study. Personal and Ubiquitous Computing, 14(5), 445–455. http://doi.org/10.1007/s00779-009-0266-z In this 2010…

Collaborative Learning in an Educational Robotics Environment

Denis, B., & Hubert, S. (2001). Collaborative learning in an educational robotics environment. Computers in Human Behavior, 17(5-6), 465–480. http://doi.org/10.1016/S0747-5632(01)00018-8 In this paper, Denis and Hubert explore the idea of collaboration in the context of small group robotics tasks. The bulk…

Knowledge Building in Competitive Robotics

Knowledge Building in Competitive Robotics

The context of competitive robotics teams (such as in the FIRST Robotics Competition (FRC)) provides concrete examples of knowledge building as described by Scardamalia & Bereiter in Knowledge Building and Knowledge Creation: Theory, Pedagogy, and Technology. Classically, the knowledge being collectively built by…

Video Games and the Learning Sciences

Video Games and the Learning Sciences

In Learning and Games, Gee lays out the pathway through which games ‘teach’ players the content of the game (i.e. how to excel at the game). Games (well designed games at least) don’t come right out and explain to you to…

The Complex System of Magic: the Gathering

The Complex System of Magic: the Gathering

Magic: the Gathering is a long-standing trading card game (TCG), produced by Wizards of the Coast since 1992. The basic premise is this: each player brings to the game their own deck of Magic cards. These cards represent creatures, spells,…

Analyzing Collaboration

There has been much research involving the topic of collaboration in relation to learning, though the ontologies of these studies have been varied in how they define and view collaboration. In Analyzing Collaboration, Noel and Reed summarize four overarching categories of perspectives…

Learning in Activity

Learning in Activity

Greeno and Engestrom (2014) discuss a framework for examining learning by looking at the activity system in which the learning occurs. This is in contrast to cognitive psychology’s MO of considering only the individual, separate from the context they are situated….