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…

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,…