Design and development of simulation/game software: Implications for Higher Education



Download 0.49 Mb.
Page12/17
Date13.05.2017
Size0.49 Mb.
#17864
1   ...   9   10   11   12   13   14   15   16   17

Leonard, T., (1999). Postmortem: Looking Glass's Thief: The Dark Project. Gamasutra. (July 9, 1999) [Online Publication]. Published by Miller Freeman, 600 Harrison Street, San Francisco, CA 94107 USA. http://www.gamasutra.com/features/19990709/thief_01.htm

Loftus, G., Loftus, E. (1983). Mind at Play: The Psychology of Video Games. Basic Books Inc, New York.


Low, M., Venkataraman, S., Zrivatsan, V., (1994). Developing and Entrepreneurship Game for Teaching and Research. Simulation and Gaming, 25(3), pp.383-401.
Mack, J. (1999). Suppression of New Science: Abduction. Paper presented at 18th Annual Meeting, Society for Scientific Exploration. University of New Mexico, Albuquerque, New Mexico. [Online Resource]. http://www.scientificexploration.org/jse.html
Mallove, E. (2000). The Triumph of Alchemy: Professor John Bockris and the Transmutation Crisis at Texas A&M. Infinite Energy Magazine, 6 (32), pp.9-25.
Maricopa College, Arizona (2000). Simulations: A List of Eleven. Teaching and Learning on the Web. [Online Publication]. http://www.mcli.dist.maricopa.edu/cgi-bin/search_tl.pl
Martin, B. (1998). "Strategies for Dissenting Scientists" Journal of Scientific Exploration, 12(4), pp. 605. [Online Resource]. http://www.scientificexploration.org/jse.html
McConnell S. (1996). Rapid Development. Microsoft Press: Redmond, Washington.
McConnell S. (1998). Software Project Survivial Guide. Microsoft Press: Redmond, Washington.
McConnell, S. (1999). Software Engineering is Not Computer Science. Gamasutra (December 20, 1999) [Online Publication]. Published by Miller Freeman, 600 Harrison Street, San Francisco, CA 94107 USA. http://gamasutra.com/features/19991222/mcconnell_03.htm
McConnell, S. (2000). Orphans Preferred. Gamasutra (January 3, 2000) [Online Publication]. Published by Miller Freeman, 600 Harrison Street, San Francisco, CA 94107 USA. http://gamasutra.com/features/19991222/mcconnell_03.htm
Merrill, M. D., Li, Z., Jones, M.K. (1990). Limitations of First generation Instructional Design. Educational Technology, January, pp.7-11.
Milech, D., Kirsner, K., Roy, G., Waters, B. (1993). Applications of Psychology to Computer-Based Tutoring Systems. International Journal of Human-Computer Interaction, 5(1), pp. 23-40.
Milton, M. (1994). Alternative Science: Challenging the myths of the scientific establishment. London: Fourth Estate.
Modelski, G. (1970). Simulations, “Realities,” and International Relations Theory. Simulations & Games, 1(2), pp. 111-134.
Moore, M. and Kearsley, G. (1996). Distance Education: A Systems View. Belmont, CA: Wadsworth Publishing Company.
Morgan, G, (1986). Chapter 5: Images of Organization. Beverly Hills: Sage.
National Science Foundation: United States (2000) The Simulation Education Homepage. [Online Publication]. http://www.acs.ilstu.edu/faculty/wjyurci/nsfteachsim/indexnew.html
Norris, D., Niebuhr, R. (1980). Group variables and gaming success. Simulation and Games, 11 (3), pp. 301-312.
O’Leary, A. (1971). Attitude and personality effects of a three-day simulation. Simulation and Games, 2 (3), pp. 308-347.
Orbach, E. (1977). Some theoretical considerations in the evaluation of instructional simulation games. Simulation and Games, 8 (3), pp. 341-360.
Orbach, E. (1979). Simulation Games and Motivation for Learning: A theoretical framework. Simulation and Games, 10 (1), pp. 3-40.
Page, D., Roberts, R.M (1992). Executive evaluation of college student learning via ‘The Looking Glass Inc.’ simulation. Simulation and Gaming, 23 (4), pp. 499-506.
Perkins, D.N., Simmons, R. (1988) Patterns of Misunderstanding: An integrative model for science, math and programming. Review of Educational Research. 58(3). pp.303-326.
Petranek, C.F, Corey, S., Black, R. (1992). Three levels of learning in simulations: Participating, debriefing and journal writing. Simulation and Gaming, 23 (2), pp. 174-185.
Planck, M. (1858-1947) from Scientific Autobiography, 1949. [Online publication] http://www.achilles.net/~jtalbot/bio/quotes.html
Polydore, B. (1999) Personnel communication. Department of Housing and Conferences, University of British Columbia.
Postman, N. (1992). Technopoly : the surrender of culture to technology. New York : Knopf.
Pratt, D. (1998). Five perspectives on teaching in adult and higher education. Krieger Publishing Co.: Malabar, Florida.
Pritchard, M. (2000). Postmortem: Ensemble Studios’ Age of Empires II: The Age of Kings. Gamasutra (March 7, 2000) [Online Publication]. Published by Miller Freeman, 600 Harrison Street, San Francisco, CA 94107 USA. http://gamasutra.com/features/20000307/pritchard_01.htm
Puthoff, H. (1999). Anomalous Phenomena. Paper presented at 18th Annual Meeting, Society for Scientific Exploration. University of New Mexico, Albuquerque, New Mexico. [Online Resource]. http://www.scientificexploration.org/jse.html
Raizen, S. (1994). Learning and work: The research base. In VOTEC for youth: Policy Educational Practice, Paris: OECD. pp. 69-113.
Randel, J., Morris, B.A., Wetzel, C.D., Whitehill, B.V. (1992). The Effectiveness of Games for Educational Purposes: A Review of Recent Research. Simulation and Gaming, 23 (3), pp. 261-276
Richey, R. (1986). The theoretical and conceptual bases of instructional design. New York: Nichols Publishing Company. pp. 57-87.
Riel, M. & Harasim, L. (1994) Research Perspectives on Network Learning. Journal of Machine-Mediated Learning, 4(2&3), pp.91-114.
Robinson, J.N. (1985), Games and Simulations in Management and economics Education. Economics, 21(92), pp.163-171.
Romiszowski, A. J. (1981) A new look at instructional design: Part 1. Learning: Restructuring one’s concepts. British Journal of Educational Technology, 12 (1), pp. 19-48.
Romiszowski, A. J. (1981a) A new look at instructional design: Part 2. Instruction: Integrating one’s approach. British Journal of Educational Technology, 13 (1), pp. 15-48.
Ryan, T. (1999a). The Anatomy of a Design Document, Part 1. Gamasutra (October 18, 1999) [Online Publication]. Published by Miller Freeman, 600 Harrison Street, San Francisco, CA 94107 USA. http://gamasutra.com/features/19991019/ryan_01.htm
Ryan, T. (1999b). The Anatomy of a Design Document, Part 2. Gamasutra (December 20, 1999) [Online Publication]. Published by Miller Freeman, 600 Harrison Street, San Francisco, CA 94107 USA. http://gamasutra.com/features/19991217/ryan_01.htm
Saladino, M., (1999). Postmortem: Star Trek: Hidden Evil. Gamasutra. (November 19, 1999) [Online Publication]. Published by Miller Freeman, 600 Harrison Street, San Francisco, CA 94107 USA. http://www.gamasutra.com/features/19991119/startrekpostmortem_01.htm
Sardar, Z.. (2000) Postmodern Encounters: Thomas Kuhn and Science Wars. Icon Books Ltd, Cambridge, UK.
Scheib, V. (1999). Approaching Internships in the Game Industry. Gamasutra. (December 2, 1999) [Online Publication]. Published by Miller Freeman, 600 Harrison Street, San Francisco, CA 94107 USA. http://www.gamasutra.com/features/19991202/scheib_01.htm
Schmucker, K. (2000) Personal communication.
Schmucker, K. (1999) A taxonomy of simulation software. [Online Publication]. Learning Technology Review. (Sping/Summer 1999) Published by Apple Computer Inc. Cupertino, California. http://www.apple.com/education/LTReview/spring99/simulation/
Sedighian, K. (1998). Interface style, flow and reflective cognition: Issues in designing interactive multimedia mathematics learning environments for children. (Doctoral Dissertation) University of British Columbia, Vancouver, British Columbia, Canada.
Shirts, R.G. (1989). The second revolution. Simulation and Games, 20 (2), pp.130-143.
Shrock, S.A. (1995). A Brief History of Instructional Development. In Gary J. Anglin (Ed). Instructional Technology: Past, Present and Future (2nd edition). Englewood, Colorado: Libraries Unlimited, Inc. pp. 11-18.
Shubik, M. (1989). Gaming: Theory and Practice, Past and Future. Simulation and Games, 20 (2), pp. 184-189.
Shubik, M., Brewer, G., (1972). Methodological Advances in Gaming. Simulation and Games, 3(September), pp. 329-349.
Slaughter, S. & Leslie, L. L. (1997). Academic Capitalism : politics, policies, and the entrepreneurial university. Baltimore : Johns Hopkins University Press.
Slaughter, S. (1998) Academic Capitalism. Paper presented at Green College Seminar Series: Centre for Policy Studies in Higher Education and Training (CHET). University of British Columbia, Vancouver.
Sprecht, L., & Sandlin, P. (1991). The differential effects of experiential learning activities and traditional lecture classes in accounting. Simulation and Gaming, 22 (2), pp. 196-210.
Stembler, W.A., (1975). Cognitive effects of a programmed simulation. Simulation and Games, 6 (4), pp. 392-403.
Stojsavljevic, R. (2000). Postmortem:Westwood Studios’ Command & Conquer: Tiberian Sun. Gamasutra. (April 04, 2000) [Online Publication]. Published by Miller Freeman, 600 Harrison Street, San Francisco, CA 94107 USA. http://www.gamasutra.com/features/20000404/tiberiansun_01.htm
Street, B. V. (1997). Models of Computer Literacy. In R. Finnegan, Salaman, G., & Thompson, K. (Eds.). Information technology: Social issues. London: Open University.
Sturrock, P. (1997) Guest Column: "Curious, Creative and Critical Thinking" Journal of Scientific Exploration, 11(2), pp. 225 http://www.scientificexploration.org/jse.html
Suppes, P. (1990). Three current tutoring systems and future needs. In Frasson, C. & Gauthier, G. (Eds.) Intelligent Tutoring Systems: At the Crossroads of Artificial Intelligence and Education. Norwood, New Jersey: Ablex Publishing pp.251-265.
Tansey, P.J. (1970). Simulation techniques in training of teachers. Simulations & Games, 1(3), pp. 281-303.
Thatcher, D. (1990). Promoting learning through games and simulations. Simulation and Gaming, 21 (2), pp. 196-210.
Thiagarajan, S. (1978) Instructional Simulation Games. Educational Technology Publications Inc: Englewood Cliffs, New Jersey.
Uegama, W. (1999). Lifelong Learning: A Challenge for the University. Paper presented at International Symposium: Non-traditional Learners in Higher Education. Vancouver: Centre for Policy Studies in Higher Education and Training, University of British Columbia.
Wager, W. (1993). Instructional Systems Fundamentals: Pressures to Change. Educational Technology, 23(2), pp. 8-12.
Watrall, E. (2000). Chopping Down the Tech Tree: Perspectives of Technological Linearity in God Games. Part One and Two. Gamasutra. (May 31, 2000) [Online Publication]. Published by Miller Freeman, 600 Harrison Street, San Francisco, CA 94107 USA. http://gamasutra.com/features/20000531/watrall_01.htm
Wolfson, L. & Willinsky, J. (1998). The situated learning of Information Technology Management. Journal of Research on Computing in Education, 31(1), pp. 96-110.
Woodcock, S. (1999) Game AI: The State of the Industry. Gamasutra (August 20, 1999) [Online Publication]. Published by Miller Freeman, 600 Harrison Street, San Francisco, CA 94107 USA. http://gamasutra.com/features/19990820/game_ai_02.htm
Woodhouse, M. (1996) Paradigm Wars: Worldviews for a New Age. Berkley, CA: Frog Ltd.
Woolf, B. (1990). 20 Years in the Trenches: What have we learned? In Frasson, C. & Gauthier, G. (Eds.) Intelligent Tutoring Systems: At the Crossroads of Artificial Intelligence and Education. Norwood, New Jersey: Ablex Publishing pp.234-250.
Zichermann, G. (1999) Personal communication. Group Marketing Manager, Miller Freeman Game Group.
Appendix A – Pilot Study Consent Form


Consent Form: Software development of computer strategy simulation games
By signing this form I consent to participate in the pilot test interviews for this research study. I understand that my identity will be kept confidential and that this research is part of master’s thesis in education.

I have reviewed the brief description of the project (on the reverse of this form) and am aware that I may contact the investigator with any questions I may have. Furthermore, if I have any concerns about my rights or treatment as a research subject, I may contact Dr. Richard Spratley, Director of U.B.C. Office of Research Services and Administration, at (604) 822-8598 or the chairperson of my advisory committee Dr. Lesley Andres (604) 822-8943.

As a research subject, I have the right to refuse to participate and may withdraw at any time. I have received two copies of the consent form. I may retain one copy for my own records.
Print name of respondent/subject:
Signature of respondent:
Date:
Investigator:
Signature of Investigator
Master’s candidate: Deborah Warren

Contact Info: Phone: (604) 822-9386




E-mail: dwarren@brock.housing.ubc.ca


Pilot Study (May 1997): Interview Questions
These questions are to be asked individuals who are experts on the design of computer strategy simulation games.
1) Why are you considered to be an expert on computer strategy simulation games?
2) When you developed the game, were you consciously trying to teach the players

something, or was ‘play-ability’ and fun more important?


3) If you were trying to teach something, what were you trying to teach?
4) Is this game intended for high school students? College students? College graduates?
5) How did you access content-expertise for this game?
6) How did the content experts interact with the programming specialists?
7) Was the design of the game primarily influenced by the programmers or the content specialists?
8) Were there any conflicts between programmers and content specialists?
9) If so, how were these conflicts resolved?
10) If computer strategy simulation games are to be used in on-line education, what design challenges need to be considered?
11) In designing a game, is it advisable for programmers to learn about content?
12) In designing a game, is it advisable for content specialists to learn about programming?
13) During the development process, do programmers and content specialists actually spend time learning about each other’s field of expertise?
14) For future game development, would you prefer to recruit individuals who had both content and programming knowledge?
15) Should on-line educators incorporate these type of games in their courses?
16) What are the major barriers to these games being used in on-line courses? I.e. institutional resistance, difficulty in developing games
17) What measures can be taken to meet these challenges?

Appendix B – Survey Questionnaire



1) Definitions of a simulation/game:
In the design and development of simulation/games, two definitions seem to apply. Please review the definitions and indicate the extent to which you agree with the definitions.
Definition #1:

A simulation game is a contrived activity which corresponds to some aspect of reality. The activity involves players who strive to resolve one or more conflict(s) within the constraints of the rules of the game. It comes to a definite closure with a determination of winners and losers.”


Strongly Slightly Slightly Strongly

Download 0.49 Mb.

Share with your friends:
1   ...   9   10   11   12   13   14   15   16   17




The database is protected by copyright ©ininet.org 2024
send message

    Main page