M/C - Media and Culture Home
M/Cyclopedia Home

User:Dannii Foley

From M/Cyclopedia of New Media
Jump to: navigation, search

Project Proposal- Click on:Computer Games & Education



Computer Games and Education


ANNOTATED BIBLIOGRAPHY KCB336 New Media Technologies



Agosto, D.E. (2004) ‘Girls and gaming: a summary of the research with implications for practice.’ Teacher Librarian, vol.31, no.3, pp.8-14. [Online] Available: Academic Research Library Database. [Accessed 4 Aug. 2004].

The focus of this comprehensive journal article is on the issue of gender within computer games and gaming. The results of thorough research into the area are presented. A sizeable section of the text addresses the gender imbalance within various aspects of games and gaming, from the stereotypical gender representation of game characters, to the unbalanced frequency of game playing amongst girls and boys. The types of games appealing to each gender are examined in the context of game content, computer skills required for play, and through the various aspects of the games that appeal uniquely to each gender. The communication aspects of the games are discussed in depth, with particular reference to the relationship between different game texts and their audiences. The area of the article which concentrates on the educational benefits of computer games, both recreational and educational in nature, offers some interesting ideas for other avenues of research in the area of educational technology. The author outlines the advantages of entertainment games as a way for players to develop various skills, particularly spatial and problem-solving skills which can spill over into other areas of learning. The issue of gender is then addressed, and it is inferred that boys have somewhat of an advantage over girls in developing some of these skills due to more frequent interaction with the medium as a form of entertainment. Educational games are described as being the way of the future, with the author making a great case to software developers that greater success will be possible if games are created without gender bias. Recognising the issues of gender will be useful for developing a much broader perspective of the communicative aspects of educational games. The ideas concerning what draws children to certain games will be helpful for developing a stronger assessment of the game developer’s role and responsibilities in the growing educational software industry.




Bergen, D. (2000/2001) ‘Education or Edu-tainment?’ Childhood Education, vol.77, no.2, pp.114-117. [Online] Available: Academic Research Library Database. [Accessed 4 Aug. 2004].

Within this journal article, Bergen discusses the idea of “edu-tainment� and its implications for both students and teachers. Bergen proposes that the ideal learning environment would consist of a balanced combination of work and play, explaining how educational computer games can assist the learning process in this way. The article suggests that a meaningful, playful learning experience would require children to have a level of control over the ways they learn and interact with games designed according to both their individual interests and educational needs. Bergen expresses the need for teachers to honestly represent learning activities rather than trying to pass them off to pupils as “fun games�. Bergen suggests that teachers would be more successful if they explained to children that the game is a way of making learning more fun, ensuring students retain their level of control over their learning experience. The impact of computer-based learning technology on the traditional role of the teacher is discussed. The author suggests that rather than competing with technology, teachers could perhaps focus more on developing other important areas of the student’s learning process, such as critical thinking, a sense of empathy, social skills, respect for diversity, tolerance and interpersonal communication skills. A number of peer-reviewed educational computer games are also presented and described briefly. The focus on the changing role of the teacher is an important area to consider when constructing a thorough perspective on computer games and their impact on education, so the ideas and suggestions presented within this article are going to be constructive for creating a balanced position on the topic.




Jaykanthan, R. (2002) ‘Application of computer games in the field of education.’The Electronic Library, vol.20, no.2, pp.98-102. [Online] Available: Academic Research Library Database. [Accessed 4 Aug. 2004].

This academic journal article stresses the importance for teachers, pupils and computer game developers alike, to recognise the enormous opportunities and potential in utilising the new media technology of computer games as an invaluable educational tool. Although the article is mostly a positive argument for the potential of computer games to enhance education, the author is sure to point out that educational games can only reach their full potential as an educational device if they are incorporated into a broader educational framework of learning that embraces the methodical use of computers as a means of educational advantage. The article systematically outlines the potential of computer games as a source of learning, through explaining the importance of understanding and incorporating new media technology into any learning system in our informational society. The distinction is made between educational computer games and conventional computer-aided learning, with emphasis on the role of educational software designers to think outside the square in order to create effective and efficient knowledge-based communication systems. The author paints a bright picture for the future of this value-generating industry, explaining why the educational software industry has the potential to reach new dimensions evolving beyond the common recreational purpose of computer games. The ideas presented within this text provide an interesting starting point for researching and understanding the potential and possibilities for computer games to become a more recognised and utilised educational device. The strong emphasis on the future opportunities of educational games also provides some interesting and thought-provoking ideas when considering the various areas of the medium, particularly in the developmental process, where communication needs to be the main focus to ensure the future of the industry remains bright.




Knowles, L. (1999). ‘Feature article.’ T.H.E Journal: Tustin, vol.26, no.9, pp.38-44. [Online] Available: Academic Research Library Database. [Accessed 8 Aug. 2004].

In this journal article, Knowles explores some successful scientific educational computer programs. The various content and processes used within each game are outlined and images of some of the game content are used as examples of how computer-based learning can be an advantage for students and teachers alike. Although the article only touches lightly on the communicative aspects of technology-based learning as a whole, the detailed description of specific game content and the benefits of interaction with the games provides valuable insight into the “mechanics� involved with the technology, an important element within the communication relationship. This information is useful in gaining a broader understanding of the mechanical processes involved with the games and also of the skills used, learned and refined through student interaction with the educational software. This article provides valuable research material, presenting an information-rich look at specific software programs, which will add a new dimension to the research topic while also helping to ensure a more balanced analysis of the communication relationship between the new media game text and a student audience can be achieved.



McDonald, M. (2001) ‘New kid’s video game spotlights Web predators.’ U.S. News & World Report, vol.130, no.5, p.57. [Online] Available: Academic Research Library Database. [Accessed 8 Aug. 2004].

This article praises Missing, an important interactive game designed to teach children ways to resist sexual stalking advances, with particular emphasis on internet predators. The article outlines the content of the program which is based on the true story of a young boy who almost fell into the trap of a convicted paedophile through an internet chat room. The game is a useful reference for researching the educational potential of computer games, as it brings new dimensions to what constitutes valuable knowledge sharing, while also recognising the importance of giving children a level of control within the educational process in order to create a more lasting impact. In researching computer software as an educational tool, the idea of interaction and a sense of control being important learning elements is helping to bring a fresh and theoretical background to the argument for the benefits of the ‘new type of learning’ offered by educational new media technology.



Pillay, H. (2002) An investigation of cognitive processes engaged in by recreational computer game players: Implications for skills of the future.’ Journal of Research on Technology in Education, vol.34, no.3, pp.336-351. [Online] Available: Academic Research Library Database. [Accessed 3 Aug. 2004].

This paper is the result of a comprehensive explorative study into the impact of two recreational computer games on the performance of children in computer-based instructional tasks. The author proposes that playing recreational computer games may positively influence children’s performance on other computer-based educational tasks, however the degree of the impact depends on the types of games and the variety of skills they involve. The case study examines the various skills required within the recreational games in relation to their relevance to the design and use of educational software. The study looks at mental processes such as proactive/anticipatory, recursive thinking, general search heuristics, information organisation and problem-solving to thoroughly explain how the processes necessary for recreational game play are similar to the processes required for performing computer-based educational tasks. The author recognises the importance of embracing new media technology as the convergence of multimedia and education is fast changing the way we learn. This resource is extremely relevant for creating a broad perspective of an educational role for computer games. The detailed use of theory will be beneficial in providing intellectual support in favour of computer games as a successful learning device.




Education Arcade [Homepage of The Games-To-Teach Project] [Online]. 2004- last update. Available: [[1]] [Accessed 8 Aug. 2004].

This is the website of The Games-To-Teach Project, a joint venture between Massachusetts Institute of Technology (MIT) and Microsoft aimed at developing conceptual prototypes for next-generation educational software. The goal of the website is to develop and coordinate scholarly research, international game designers, educators, policy-makers and publishers. The project sets out to demonstrate the cultural, social and educational potential of computer games. The website is a useful resource for developing a strong argument in favour of computer games as an educational tool, as it provides comprehensive theories, case studies and ideas in support of computer games as an avenue of updating and enhancing education processes for both students and teachers. The site promotes new media technology as a valuable addition to any education system, through presenting technology as the way of the future and as a source of endless opportunity and possibility for both educational frameworks and for the gaming industry. The notion of “edu-tainment� is expressed throughout the content of the website. The term describes the idea that adding entertainment value to an educational game will increase its educational potential. This idea will be useful when creating an argument for the benefits of computer technology within an educational framework. There are also many good references to new and peer-reviewed educational software, which may become useful examples of games working as successful education tools.



Game Studies Online [Homepage of the International Journal of Computer Game Research] [Online]. 2004- last update. Available: [[2]] [Accessed 3 Aug. 2004].

This peer-reviewed academic website is home to the International Journal of Computer Game Research. The online journal is published several times a year, providing scholars with a credible channel for the academic discussion of theories and ideas concerning the broadly cultural nature of computer games and gaming. Many of the articles published within the various issues of the journal explore the relationship between the new media text of interactive computer games and the user. The theories and ideas presented within these articles provide a broad perspective of computer games as a communication-based text. In order to thoroughly research the educational role offered by various games, a focus on the area of communication, particularly in respect to the relationship between the games as an educational device and the interacting student audience is required. The insight into the various communicative aspects of computer games and gaming offered by this website is very useful when considering the nature and possibilities of educational computer games as a valuable educational tool.


Dannii Foley 12:08, 13 Aug 2004 (EST)
Personal tools