Beruflich Dokumente
Kultur Dokumente
Observaes
1. Todos os links comeam por HTTP, pois foram copiados do browser no
momento da conferncia.
2. A listagem est em ordem alfabtica.
3. Alguns itens desta levam comentrios meus (entre parnteses e em fonte
vermelha ou como comentrio).
Links
ALVARADO, Rafael C. Overcoming the fear of gaming: a strategy for incorporating games into
teaching and learning, Educause Quarterly, v. 31, n. 3, 2008.
http://www.educause.edu/EDUCAUSE+Quarterly/EDUCAUSEQuarterlyMagazineVolum/Overco
mingtheFearofGamingAStra/163094
BARONE, Carole. The new academy. In: OBLINGER, Diana G.; OBLINGER, James L. (Eds.).
Educating the net generation. Educause, 2005. Ebook.
http://www.educause.edu/Resources/EducatingtheNetGeneration/TheNewAcademy/6068
BATSON, Trent. It IS about technology: integrating higher ed into knowledge culture. Campus
Technology, 6 ago. 2008. http://campustechnology.com/articles/2008/08/it-is-abouttechnology-integrating-higher-ed-into-knowledge-culture.aspx
BATSON, Trent. Writing: it aint the same anymore. Campus Technology, May 07, 2008.
http://campustechnology.com/articles/2008/05/writing-it-aint-the-same-anymore
BEJA, Marc. The Wired Campus. 27 mar. 2009. http://chronicle.com/blogPost/Online Students -at -Bryant/7180
GameCore http://gamecore3d.com/
BROWN, John Seely; THOMAS, Douglas. You play World of Warcraft? Youre hired! Why
multiplayer games may be the best kind of job training, Wired.com, 14 abr. 2006.
http://www.wired.com/wired/archive/14.04/learn.html
Cardboard Cognition
http://edweb.sdsu.edu/courses/edtec670/cardboard/CardboardCognition.html
C4 Engine http://www.terathon.com/c4engine/index.php
CivWorld http://civworld.gameslearningsociety.org/
CLARK, Mary Anne. Genome Island: a virtual science environment in Second Life. Innovate, v.
5, n. 6. aug./set 2009. http://www.innovateonline.info/pdf/vol5_issue6/Genome_Island__A_Virtual_Science_Environment_in_Second_Life.pdf
COMPAGNO, Dario; COPPOCK; Patrick (Ed.). Computer games: between text and practice,
Rivista on -line dellAssociazione Italiana di Studi Semiotici, Serie speciale, Ano III, n. 5, 2009.
http://www.ec-aiss.it/monografici/5_computer_games.php
Glossrio de games
http://www.comunidadesvirtuais.pro.br/ead/glossario/ageofempire.htm
http://www.finep.gov.br/fundos_setoriais/outras_chamadas/resultados/Resul
tado_Jogos_Eletronicos_02_2006.pdf
o Jogo Tartarugas: objeto de aprendizagem na educao ambiental
http://www.comunidadesvirtuais.pro.br/seminario4/trab/jwsf_cenb_cls_acma
_hns.pdf
o Justificativa e Objetivo
http://www.comunidadesvirtuais.pro.br/seminario4/justificativa.htm
o
De Mattar
DEDE, Chris. Planning for neomillennial learning styles: implications for investments in
technology and faculty. In: OBLINGER, Diana G.; OBLINGER, James L. (Ed.). Educating the net
generation. Educause, 2005. Ebook.
http://www.educause.edu/Resources/EducatingtheNetGeneration/PlanningforNeomillennialL
earni/6069
Delta 3D http://www.delta3d.org/
DEVWORKS http://www.devworks.com.br/principal/site.asp?val=0
Dimension M http://www.dimensionu.com/math/
FALCO, Thiago. Mundos virtuais como hbridos entre jogos eletrnicos e comunidades
virtuais. http://realidadesintetica.com/pdfs/falcao_sbgames2007.pdf
Federation of Amercian Scientists. Harnessing the power of video games for learning: summit
on educational games. Washington, 2006.
http://fas.org/gamesummit/Resources/Summit%20on%20Educational%20Games.pdf
Gamasutra http://www.gamasutra.com
Gamelib http://www.gamelib.com.br
Gamecultura http://www.gamecultura.com.br/
Games -based learning theory: a synthesis of ideas to help plan, implement and assess serious
games. Treet TV Show http://treet.tv/shows/bpe/bpe2009_gamebased_27mar09/
Gametrack http://www.gametrack.com.br/
Genesis 3D http://www.genesis3d.com/index.php
Glucoboy http://www.glucoboy.com/
GREEN, C. Shawn; BAVELIER, Daphne. Action -video -game experience alters the spatial
resolution of vision, Psychological Science, v. 18, n. 1, 2007.
http://www.bcs.rochester.edu/people/daphne/csg_ps_07.pdf
GREEN, C. Shaw; BAVELIER, Daphne. Action video game modifi es visual selective attention.
Nature, v. 423. 29 maio 2003, p. 534 -537.
http://www.bcs.rochester.edu/people/Daphne/GreenandBavelier.pdf
G3D http://g3d-cpp.sourceforge.net/
Gwap http://www.gwap.com/gwap/
HU, Winnie. Video game helps Math students vanquish an archfi end: Algebra, The New York
Times, 7 out. 2008.
http://www.nytimes.com/2008/10/08/nyregion/08video.html?_r=1&ei=5070&emc=eta1
HUTCHISON, David. Playing to learn: video games in the classroom. Westport: Libraries
Unlimited, 2007
IBM Serious Games Manager): Clark Aldrich and Phaedra Boinodiris on serious games
https://www.ibm.com/developerworks/mydeveloperworks/blogs/scott/entry/clark_aldrich_a
nd_phaedra_boinidiris?lang=en
Informed consent and virtual worlds: the avatar will see you now
http://www.economist.com/science-technology/displaystory.cfm?story_id=13899038
Is it age or IT: fi rst steps toward understanding the net generation. In: OBLINGER, Diana G.;
OBLINGER, James L. (Ed.). Educating the net generation. Educause, 2005. Ebook.
http://net.educause.edu/ir/library/pdf/pub7101b.pdf
JARVIK, Elaine. Universities will be irrelevant by 2020, Y. professor says, Desert News, 20
abr. 2009. http://www.deseretnews.com/article/705298649/Universities-will-beirrelevant.html
JENKINS, Henry. et al. Confronting the challenges of participatory culture: media education for
the 21st century. MacArthur Foundation, 2006.
http://newmedialiteracies.org/files/working/NMLWhitePaper.pdf
jME http://www.jmonkeyengine.com/
JOHNSON, L.; LEVINE, A.; SMITH, R. The 2009 Horizon Report. Austin: The New Media
Consortium, 2009. http://www.nmc.org/podcast/2009-horizon-k12
JUUL, Jesper. A clash between game and narrative: a thesis on computer games and interactive
fi ction. Verso 0.92, traduzida para o ingls, da dissertao de mestrado originalmente
redigida em dinamarqus. Copenhagen: abr. 2001.
http://www.jesperjuul.net/thesis/AClashBetweenGameAndNarrative.pdf
KLOPFER, Eric; OSTERWEIL, Scot; SALEN, Katie. Moving learning games forward: obstacle,
opportunities & openness. Education Arcade; MIT, 2009.
http://education.mit.edu/papers/MovingLearningGamesForward_EdArcade.pdf
KLOPFER, Eric; OSTERWEIL, Scot; GROFF, Jennifer; HAAS, Jason. Using the technology of today
in the classroom of today: the instructional power of digital games, social networking and
simulations, and how teachers can leverage them. Education Arcade; MIT, 2009.
http://education.mit.edu/papers/GamesSimsSocNets_EdArcade.pdf
Kurt Squire Replaying History: Learning World History through playing Civilization III
http://website.education.wisc.edu/kdsquire/dissertation.html
Learning in the digital age. Educational leadership, v. 63, n. 4, p. 8 -13. dez. 2005/jan. 2006.
http://www.ascd.org/publications/educational_leadership/dec05/vol63/num04/Learning_in_t
he_Digital_Age.aspx
LEHTO, Otto. The collapse and reconstitution of the cinematic narrative: interactivity vs.
immersion in game worlds. In: COMPAGNO, Dario; COPPOCK; Patrick (Ed.). Computer games:
between text and practice. Rivista on -line dellAssociazione Italiana di Studi Semiotici, Serie
speciale, Anno III, n. 5, 2009, p. 21 -28. http://www.ecaiss.it/monografici/5_computer_games/2_lehto.pdf
LivroClip http://www.livroclip.com.br/
Molleindustria http://www.molleindustria.org/
Muves and Experimental Learning : Some Examples . Baba Kofi Weusijana, Vanessa Svihla,
Drue Gawel e John Bransford
http://www.innovateonline.info/pdf/vol5_issue5/MUVEs_and_Experiential_Learning__Some_Examples.pdf
NEOPETS http://www.neopets.com
OBLINGER, Diana G.; OBLINGER, James L. (Ed.). Educating the net generation. Educause, 2005.
Ebook. http://www.educause.edu/educatingthenetgen
OGRE http://www.ogre3d.org/
OpenSceneGraph http://www.openscenegraph.com/index.php
Panda 3D http://www.panda3d.org/
PAPERT, Seymour. Does easy do it? Children, games, and learning. Game Developer
magazine, Soapbox section, set. 1998. http://www.papert.org/articles/Doeseasydoit.html
Planning for neomillennial learning styles: implications for investments in technology and
faculty. In: OBLINGER, Diana G.; OBLINGER, James L. (Ed.). Educating the net generation.
Educause, 2005. Ebook. http://net.educause.edu/ir/library/pdf/pub7101o.pdf
PORTNOW, James; FLOYD, Daniel.Video games and learning. Edge, set. 2008.
http://www.youtube.com/watch?v=rN0qRKjfX3s
PORTNOW, James. The power of Tangentianl Learning. Edge, set. 2008. http://www.edgeonline.com/blogs/the-power-tangential-learning?page=0%2C0
PRENSKY, Marc. Digital game -based learning: practical ideas for the application of digital
game -based learning. St. Paul: Paragon House, 2007, p. 156.
http://www.marcprensky.com/writing/Prensky%20%20Types%20of%20Learning%20and%20Possible%20Game%20Styles.pdf
PRENSKY, Marc. Digital natives, digital immigrants, On the Horizon, v. 9, n. 5. MCB University
Press.out. 2005. http://www.marcprensky.com/writing/Prensky%20%20Digital%20Natives,%20Digital%20Immigrants%20-%20Part1.pdf
PRENSKY, Marc. Do they really think differently?, On the horizon, v. 9. n. 6. MCB University
Press, dez. 2001. http://www.marcprensky.com/writing/Prensky%20%20Digital%20Natives,%20Digital%20Immigrants%20-%20Part2.pdf
PRENSKY, Marc. Learning in the digital age. Educational leadership, v. 63, n. 4, dez. 2005/jan.
2006, p. 8 -13.
http://www.ascd.org/publications/educational_leadership/dec05/vol63/num04/toc.aspx
REYNARD, Ruth. Designing learning spaces for instruction, not control. Campus Technology,
29 abr. 2009. http://campustechnology.com/articles/2009/04/29/designing-learningspaces-for-instruction-not-control.aspx?sc_lang=en
ROSSER, James. et al. Are video game players better at laparoscopic surgical tasks? 2003.
http://www.psychology.iastate.edu/faculty/dgentile/MMVRC_Jan_20_MediaVersion.pdf
RuneScape http://www.runescape.com/
Sauerbraten http://sauerbraten.org
SONTAG, Maria. A learning theory for 21st -century students, Innovate, v. 5, issue 4, 2009.
http://innovateonline.info/pdf/vol5_issue4/A_Learning_Theory_for_21stCentury_Students.pdf
Squeakland http://www.squeakland.com/
SQUIRE, Kurt. et al. Eletromagnetism supercharged! Learning physics with digital simulation
games, Proceedings of the 6th International Conference on Learning Sciences. Santa Monica,
International Society of the Learning Sciences, 2004, p. 513 -520.
http://www.educationarcade.org/files/articles/Supercharged/SuperchargedResearch.pdf
La conception de jeux video ducatifs St. PIERRE, Ren. Educational video game design: a
research/design methodology. University of Quebec at Montreal (UQAM). jan. 2007.
http://www.clikmedia.ca/CM/
STEINKUEHLER, Constance; WILLIAMS, Dmitir. Where everybody knows your (screen) name:
on -line games as third places, Journal of Computer -Mediated Communication, v. 11, issue
4, 2006. http://jcmc.indiana.edu/vol11/issue4/steinkuehler.html
THATCHER, Michelle. The back page (16). Q&A with Chris Dede, Tech&Learning, 15 mar.
2005. http://www.techlearning.com/article/3704
The The 2008 Horizon Report. Austin: The New Media Consortium, 2008.
http://www.nmc.org/publications/2008-horizon-report
Tnerd Create your own game: 7 sites that let you create games online
http://tnerd.com/2008/07/08/create-your%20-own-game-you-create-games-online/
Truevision 3D http://www.truevision3d.com/phpBB2/index.php
WAGNER, Ellen D. Enabling mobile learning, Educause Review, vol. 40, n. 3. maio/jun. 2006,
p. 40 -53.
http://www.educause.edu/EDUCAUSE+Review/EDUCAUSEReviewMagazineVolume40/Enablin
gMobileLearning/157976
Whyville http://www.whyville.net
YOUNG, Jeffrey R. Professors use game -show format to help students review for exams. The
Wired Campus, 22 out. 2008. http://chronicle.com/blogPost/Professors -Use--Game Show/4325