Frechette, Julie D. Developing Media Literacy in Cyberspace: Pedagogy and Critical Learning for the Twenty-First-Century Classroom. Westport, CT: Praeger, 2002. available on-line at ebrary
“Although Internet technology is no longer a novelty, educators are still scratching their heads, wondering exactly how to embark upon this new cyber-frontier for learning. Developing Media Literacy in Cyberspace is based on my belief that, in the age of electronic information overload, the Internet-supported classroom must incorporate media literacy in order to help students become critical citizens.
Frechette, Julie D. Developing Media Literacy in Cyberspace : Pedagogy and Critical Learning for the Twenty-First Century Classroom.
Westport, CT, USA: Greenwood Publishing Group, Incorporated, 2002. p xii.
http://site.ebrary.com/lib/nyulibrary/Doc?id=10040715&ppg=8
Copyright © 2002. Greenwood Publishing Group, Incorporated. All rights reserved.
Michael, David R. Serious Games : Games That Educate, Train, and Inform.
Boston, MA, USA: Course Technology, Incorporated, 2005. p 120.
http://site.ebrary.com/lib/nyulibrary/Doc?id=10087000&ppg=139
This title is entirely focused on games. There is a section on educational games which would directly relate to my topic. It touches on topics such as how children who play video games go about solving problems differently as adults and also talks about how the rising generations are used to getting their information digitally and so require newer teaching methods to keep up with their changing methods of consumption.
Breck, Judy.
2002
How We Will Learn in the 21st Century.
Lanham, MD
The Scarecrow Press, Inc.
This book speaks specifically to the topic of the transformation that education will take in the new millennium with new and changing technology. In particular, I like the quote in the preface about how “elitism of knowledge will end as the mind of each citizen of Earth can freely learn from a common stock of everything known by humankind.” p. vii It is this idea that is at the core of my concept: that the internet provides more, more, and more and that new methods of education need to be developed to teach how to harness and think critically about this great access to knowledge.
Brunner, Cornelia
New Media Literacy Handbook
1999
Doubleday
New York, New York
This book is included in my bibliography for it’s perspective on the introduction of new media into the classroom earlier in the evolution. It talks about new media as a tool, and then goes on to talk about how there is a compelling need for media literacy to face this new technology.
Educational Potential of Computer Games
Egenfeldt-Nielsen, Simon
2007
Continuum International Publishing Group
New York, New York
This title takes a more academic approach to the history, current state, and potential of educational computer games. It provides more theoretical research on the topic and provides descriptions of the different generations of trends within the study area. For example, in discussing the third generation of the educational use of computer games it goes on to describe that there are six key areas, ” 1 Learning vs. playing 2 Drill-and-practice games vs. microworlds 3 Transfer vs. construction 4 Teacher intervention vs. no teacher intervention 5 Depth vs. superficiality 6 One subject vs. cross-subjects” p.79 All in all, I believe that it will provide both organized ideas on the topic as well as a vernacular necessary for discussion.
Designing and Evaluating Games and Simulations: A Process Approach
Gredler, Margaret E.
1994
Gulf Publishing Company
Houston, Texas
This book is on the bibliography for its researched and organized lists on how to analyze games. I am not certain to what extent I will be creating a game, but rather wonder if it will be more of a tournament; nevertheless, it will be necessary to have thoughtful and strict questions needing answers at each stage in the development.
Toys, Games, and Media
Edited by Goldstein, Jeffrey Buckingham, David Brougére
2004
Lawrence Erlbaum Associates, Publishers
Mahwah, New Jersey
This book is a collection of essays. There are two sections which are of great interest to me: Children and Digital Media and How Technology Influences Play. Some of the essay titles include “The Internet and Adolescents: The Present and Future of the Information Society” and “Learning with Computer Games”.
Gender in E-Learning and Educational Games
Editors:
Zauchner, Sabine
Siebenhandl, Karin
Wagner, Michael
2007
Studienverlag Ges.m.b.H
Innsbruck, Austria
I saw this title while I was perusing the book offering and thought that it would be a good topic to research. It could certainly inform some of the decisions in the design of the program.
Literacy in a Digital World: Teaching and Learning in the Age of Information
Tyner, Kathleen
Lawrence Erlbaum Associates, Publishers
Mawhah, New Jersey
1998
This book is predominately about alphabetic literacy, as it puts it. However, chapters 6 & 7 speak to media literacy both on-line and in print. Again, I feel that it’s interesting to get the perspective on media literacy and its changing landscape from writers a decade ago just as much as those published more recently.
Adolescents and Literacies in a Digital World
Edited by Alvermann, Donna E.
Peter Lang Publishing, Inc.
New York, New York
2002
This book has a number of essays on the topic of adolescents and media literacy. As the user group for my project is set at 7th to 10th grades, this focus on adolescents and their interactions with digital media is very promising. Some of the interesting chapter titles include “Using Digital Tools to Foster Critical Inquiry” and “Re-crafting Media and ICT Literacies”.
Media Education: Literacy, Learning, and Contemporary Culture
Buckingham, David
2003
Polity Press
Cambridge, UK
This entire title is about media education and media literacy. The whole book or specific parts could be used for my research.
Digital Game-Based Learning
Prensky, Marc
McGraw-Hill
New York, New York
2001
Not only does the title say it all about why I want this title in my bibliography, but there are some interesting chapter titles such as “The Games Generations: How Learners Have Changed” and “Why Education and Training Have Not Changed”.
Media and literacy: learning in an electronic age-issues, ideas, and teaching strategies
Adms, Dennis and Hamm, Mary
2000
Charles C. Thomas Publishers, Ltd.
Springfield, Illinois
I’m not certain if this title will be as useful as some of the others in the list, but I want to really take a moment to see if there are some interesting sections that can be of use.
Digital Storytelling in the Classroom: New media Pathways to Literacy, Learning, and Creativity
Ohler, Jason
Corwin Press
Thousand Oaks, CA
2008
This book is not necessarily directly related to my topic, but I felt that it would be useful to read since, in a certain sense, the students will be asked to tell their story of the topic at hand.
Critical Cyberculture Studies
Editors: Silver, David and Adrienne Massanari
New York University Press
New York, New York
2006
I began my thinking with this book of essays on cyberculture. The writers have a great many interesting things to say about its history and evolution. There is one essay in particular which is on Game Studies as Cyberculture Studies which has some relevant descriptions of games and what they promote.