For the final week, the class decided to look at toys, games and play in history and cultural heritage.
Readings
- Edutopia, “James Paul Gee on Grading with Games,” (20 July 2010).
- Ferguson, “How to Win a War,” New York Magazine (15 October 2006).
- Game Informer, “Writing Assassin’s Creed 3 to be Historically Accurate,” (9 March 2012).
- Horowitz, “Interactive Game Helps Teach History to High School Kids,” Phys.org (4 June 2009).
- Indian Country Today Media Network, “Assassin’s Creed 3: A Critical Success, and a Cultural Milestone,” (30 October 2012).
- Kirschenbaum, “War, What is It Good For? Learning from Wargaming,” Play the Past (16 August 2011).
- Kain, “Assassin’s Creed 3 Review,” Forbes (1 November 2012).
- Kee, “Computerized History Games: Narrative Options,” Simulation & Gaming 42, no 4. (August 2011): 423-440 (gated).
- MacDougall, “The Action Figure Curriculum,” Old is the New New (28 May 2010).
- MacDougall, “Seeing Like SimCity,” Play the Past (26 January 2011).
- McGonigal, “‘This is Not A Game’: Immersive Aesthetics and Collective Play,” MelbourneDAC (2003)
- McMichael, “PC Games and the Teaching of History,” History Teacher 40, 2 (2007) (gated).
- Popken, “How SimCity Teaches Us the Pinnacle of Urban Planning is a Totalitarian Death State,” The Consumerist (12 October 2010)
- Squire, “Cultural Framing of Computer / Video Games,” Game Studies 2, no. 1 (2002).
Sources to Consider
- Education Arcade Research Articles
- IGN, Top 1o Games That Teach You Something (2006)
- Institute of Play
- Video
- Games
Final Assignment
Write a reflective blog post about your experiences in this class: What worked for you? What didn’t? What was surprising? What are you excited about learning next, and how will you go about it?