This is the "Games & Gaming" page of the "Popular Culture in the Classroom" guide.
Alternate Page for Screenreader Users
Skip to Page Navigation
Skip to Page Content

Popular Culture in the Classroom  

A guide to help incorporate popular culture into classroom curriculum.
Last Updated: Nov 19, 2015 URL: Print Guide RSS Updates

Games & Gaming Print Page


Below are suggested keywords to use when searching for information on Gaming:

  • Computer games
  • Computer software
  • Electronic games
  • Internet games
  • Massively multiplayer online 
  • Role-playing games
  • Video game design
  • Video game industry
  • Video gamers
  • Video games
  • Video games and children
  • Video games -- Psychological aspects
  • Video games -- Social aspects
  • Violence in video games
  • Virtual reality


Below are links to websites that discuss gaming in the Humanities. These links range from blogs to collections of interesting games.



This panel from the 2013 San Diego Comic-Con is an excellent primer on the state of gaming from both the consumer and the producer perspectives. 



Cover Art
Console Wars - Blake J. Harris
ISBN: 0062276697
Publication Date: 2014-05-13

Cover Art
Fantasy Freaks and Gaming Geeks - Ethan Gilsdorf
ISBN: 1599219948
Publication Date: 2010-09-01

Cover Art
Glued to Games - Scott Rigby; Richard M. Ryan
ISBN: 0313362246
Publication Date: 2012-03-01

Cover Art
The Pleasures of Computer Gaming - Melanie Swalwell (Editor); Jason Wilson (Editor)
ISBN: 078643595X
Publication Date: 2008-04-17

Cover Art
Super Mario - Jeff Ryan
ISBN: 1591845637
Publication Date: 2012-09-25

Cover Art
Fun Inc - Tom Chatfield
ISBN: 1605981435
Publication Date: 2010-11-15



This list, although not meant to be exhaustive, will get you started researching how games are being used in the classroom.

Barnard-Wills, David, and Debi Ashenden. "Playing With Privacy: Games For Education And Communication In The Politics Of Online Privacy." Political Studies 63.1 (2015): 142-160.

Barzilai, Sarit, and Ina Blau. "Scaffolding Game-Based Learning: Impact On Learning Achievements, Perceived Learning, And Game Experiences." Computers & Education 70.(2014): 65-79.

Beavis, Catherine. "Games As Text, Games As Action." Journal Of Adolescent & Adult Literacy 57.6 (2014): 433-439.

Chess, Shira, and Paul Booth. "Lessons Down A Rabbit Hole: Alternate Reality Gaming In The Classroom." New Media & Society 16.6 (2014): 1002-1017.

Giles, Kelly. "No Budget, No Experience, No Problem: Creating A Library Orientation Game For Freshman Engineering Majors." Journal Of Academic Librarianship 41.2 (2015): 170-177.

Gleason, Ann Whitney. "RELM: Developing A Serious Game To Teach Evidence-Based Medicine In An Academic Health Sciences Setting." Medical Reference Services Quarterly 34.1 (2015): 17-28.

Jiménez, Osvaldo. "Leveraging The Social Aspect Of Educational Games." Theory Into Practice54.2 (2015): 101-108.

Liu, Min, et al. "Designing Science Learning With Game-Based Approaches." Computers In The Schools 31.1/2 (2014): 84-102.

Núñez Castellar, Elena, et al. "Cognitive Abilities, Digital Games And Arithmetic Performance Enhancement: A Study Comparing The Effects Of A Math Game And Paper Exercises." Computers & Education 85.(2015): 123-133.

Sabatino, Lindsay. "Improving Writing Literacies Through Digital Gaming Literacies: Facebook Gaming In The Composition Classroom." Computers & Composition 32.(2014): 41-53. 

Whitton, Nicola, et al. "Alternate Reality Games As Learning Environments For Student Induction."Interactive Learning Environments 22.3 (2014): 243-252.

Wood, Georgina, et al. "Serious Games For Energy Social Science Research." Technology Analysis & Strategic Management 26.10 (2014): 1212-1227. 


Loading  Loading...