"Who dares to teach must never cease to learn." ~John Cotton Dana

Saturday, April 20, 2013

Literature Review Topic and Reference List

The focus of my literature review will be on answering the question, "How do video games support the development of mathematical thinking?" 

Reference List 
 
Barko, T., & Sadler, T. D. (2013). Practicality in Virtuality: Finding Student Meaning in Video Game Education. Journal of Science Education and Technology, 22(2), 124+. Retrieved from http://go.galegroup.com.ezproxy.fairmontstate.edu/ps/i.do?id=GALE%7CA323759663&v=2.1&u=fairmt&it=r&p=AONE&sw=w
Beecher, C. C., & Marino, M. T. (2010, Fall). Conceptualizing RTI in 21st-century secondary science classrooms: video games' potential to provide tiered support and progress monitoring for students with learning disabilities. Learning Disability Quarterly, 33(4), 299+. Retrieved from http://go.galegroup.com.ezproxy.fairmontstate.edu/ps/i.do?id=GALE%7CA242754549&v=2.1&u=fairmt&it=r&p=AONE&sw=w
Bristol, L., Hasselbring, T. S., Stegeman, C., & Zydney, J. M. (2010). Improving a multimedia learning environment to enhance students' learning, transfer, attitudes and engagement. International Journal of Learning Technology, 5(2), 147. Retrieved from http://go.galegroup.com.ezproxy.fairmontstate.edu/ps/i.do?id=GALE%7CA234154957&v=2.1&u=fairmt&it=r&p=AONE&sw=w
Calder, N. (2010). Using Scratch: an integrated problem-solving approach to mathematical thinking: Nigel Calder describes how Scratch can be used to design games to develop mathematical concepts. Australian Primary Mathematics Classroom, 15(4), 9+. Retrieved from http://go.galegroup.com.ezproxy.fairmontstate.edu/ps/i.do?id=GALE%7CA243043140&v=2.1&u=fairmt&it=r&p=AONE&sw=w
Chiappe, D., Conger, M., Liao, J., Caldwell, J. L., & Vu, K.-P. L. (2013). Improving multi-tasking ability through action videogames. Applied Ergonomics, 44(2), 278+. Retrieved from http://go.galegroup.com.ezproxy.fairmontstate.edu/ps/i.do?id=GALE%7CA306627343&v=2.1&u=fairmt&it=r&p=AONE&sw=w
Children, teens, and entertainment media: a view from the classroom. (2013). Education Digest, 78(8), 21+. Retrieved from http://go.galegroup.com.ezproxy.fairmontstate.edu/ps/i.do?id=GALE%7CA325297107&v=2.1&u=fairmt&it=r&p=AONE&sw=w
Fessakis, G., Gouli, E., & Mavroudi, E. (2013). Problem solving by 5-6 years old kindergarten children in a computer programming environment: A case study. Computers & Education, 63, 87+. Retrieved from http://go.galegroup.com.ezproxy.fairmontstate.edu/ps/i.do?id=GALE%7CA321157615&v=2.1&u=fairmt&it=r&p=AONE&sw=w
Gillispie, L., Martin, F., & Parker, M. A. (2010). Effects of a 3-D video game on middle school student achievement and attitude in mathematics. Electronic Journal of Mathematics and Technology, 4(1), 68+. Retrieved from http://go.galegroup.com.ezproxy.fairmontstate.edu/ps/i.do?id=GALE%7CA219832394&v=2.1&u=fairmt&it=r&p=AONE&sw=w
Gillispie, L. B., Martin, F., & Parker, M. (2010, August). Game play is important for learning. Learning & Leading with Technology, 38(1), 28+. Retrieved from http://go.galegroup.com.ezproxy.fairmontstate.edu/ps/i.do?id=GALE%7CA238653661&v=2.1&u=fairmt&it=r&p=AONE&sw=w
Girard, C., Ecalle, J., & Magnan, A. (2013). Serious games as new educational tools: how effective are they? A meta-analysis of recent studies. Journal of Computer Assisted Learning, 29(3), 207+. Retrieved from http://go.galegroup.com.ezproxy.fairmontstate.edu/ps/i.do?id=GALE%7CA324867144&v=2.1&u=fairmt&it=r&p=AONE&sw=w
Kaya, T. (2010). A 'Stealth Assessment' Turns to Video Games to Measure Thinking Skills; Avoiding complications like test anxiety is one benefit of a method for evaluating difficult-to-capture abilities. The Chronicle of Higher Education, 57(12). Retrieved from http://go.galegroup.com.ezproxy.fairmontstate.edu/ps/i.do?id=GALE%7CA241649749&v=2.1&u=fairmt&it=r&p=AONE&sw=w
Mathematics education for a new era; video games as a medium for learning. (2011, June). Reference & Research Book News. Retrieved from http://go.galegroup.com.ezproxy.fairmontstate.edu/ps/i.do?id=GALE%7CA257995475&v=2.1&u=fairmt&it=r&p=AONE&sw=w
The Impact of Recreational Video Game Play on Children's and Adolescents' Cognition. (2013, Spring). New Directions for Child and Adolescent Development, 2013(139), 41+. Retrieved from http://go.galegroup.com.ezproxy.fairmontstate.edu/ps/i.do?id=GALE%7CA321997926&v=2.1&u=fairmt&it=r&p=AONE&sw=w

1 comment:

  1. Wow! Great topic and solid resources! I really looking forward to reading your literature review! I believe this is going to be very informative for you own classroom teaching practices!

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