SimGerm 1.0

References

Game Design

    Alessi, S. and Trollip, S. (2001). Multimedia for Learning, 3rd edition. Allyn and Bacon.

    Alloway, N. and Gilbert, P. (1998). Video Game Culture: Playing with masculinity, violence, and please. In Sue Howard (ed.). Wired Up. Pp. 95-114. UCL Press: London.

    Colella, V. (in press). Participatory Simulations: Building Collaborative Understanding through Immersive Dynamic Modeling. Journal of the Learning Sciences.

    Dempsey, J., Rasmussen, K., and Lucassen, B. (1994). Instructional Gaming: Implications for Instructional Technology. Paper presented at Association for Educational Communications and Technology, 1994.

    Dempsey, J., Lucassen, B., Haynes, L., and Casey, M. (1996). Instructional Applications of Computer Games. Paper presented at American Educational Research Association, 1996.

    Frontiers (1998). High-Tech Toys as Teaching Tools. Technology Teacher v58 n2 p33-36 Oct 1998.

    Green, B., Reid, J., Bium, C. (1998). Teaching the Nintendo Generation? Children, compute culture, and popular technologies. In S. Howard (ed.). Wired Up. Pp. 19-42. UCL Press: London.

    Hogle, J. (1996). Considering Games as Cognitive Tools: In Search of Effective "Edutainment." U.S.; Georgia; 1996-08-00.

    Johnson, C. (1993). Effectiveness of a Computer-Based AIDS Education Game: BlockAIDS. U.S.; Texas; 1993-04-15.

    Keller, S. (1992). Children and the Nintendo. U.S.; Illinois; 1992-00-00.

    Lieberman, D. (1998). Health Education Video Games for Children and Adolescents: Theory, Design, and Research Findings. Paper presented at the International Communication Association, 1998.

    Rieber, L. (1996). Seriously Considering Play: Designing Interactive Learning Environments Based on the Blending of Microworlds, Simulations, and Games. Educational Technology Research and Development v44 n2 p43-58 1996.

    Rieber, L., Smith, L., and Noah, D. (1998). The Value of Serious Play. Educational Technology v38 n6 p29-37 Nov-Dec 1998.

    Taylor, M., and Jackson, S. (1996). ImmunoScenarios: A Game for the Immune System. The American Biology Teacher, 58, 5, 1996.

Theory

    Bandura, A. (1995) "Exercise of personal and collective efficacy in changing societies." Self-Efficacy in Changing Societies. Ed. Albert Bandura. Cambridge University Press. 1-45.

    Malone, T.W. & Lepper, M.R. (1987). Intrinsic motivation and instructional effectiveness in computer-based education. In R.E. Snow & M.J. Farr (Eds.) Aptitude, learning and instruction. Volume 3: Conative and affective process analysis (pp. 253-286).

Biology Content

    Cruse, J. and Lewis, R. (1999). Atlas of Immunology. CRC Press.

    Garret, L. (1994). The Coming Plague. HarperCollins Canada.

    Goldsby, R., Kindt, T., Osborne, B. (2000). Immunology. W. H. Freemen and Company New York.

    Raven, P. and Johnson, G. (1999). Biology, 5th edition. McGraw-Hill.

    Starr, C. and Taggart, R. (2001). Biology, The Unity and Diversity of Life, 9th edition. Brooks/Cole.

Websites

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