Individual Position Paper
Instructions
Individual Position Paper (20%)
Based on one of the emerging or prevalent trends or issues you have explored over the course of the term develop and write a position paper. This paper should examine the various perspectives found within the research literature surrounding your identified trend/issue. After discussing the continuum found within the literature, position yourself on that continuum based on your professional and personal experiences. Below are some suggested questions that may guide your inquiry.
- How do you contextualize your professional experience?
- What trend or issue resonates with you and what is your professional stance?
- What does the research reveal about the trend or issue?
- Are there different perspectives (example: pros and cons) discussed in the literature?
- Which perspective relates most closely with your personal and professional experiences?
- Have any of the research perspectives given you the opportunity to rethink your own position? If so, how?
- Is there any direct connections to implementing change in your professional role?
Format: Double-spaced, Times New Roman, 12 point font, 1 inch margins
Length: approximately 2500 (~10 pages) words excluding figures, cover page and references
Style: Follow current APA conventions for references and citations
Sources: a minimum of 15
Required Readings/Viewings
- Brown, J. S., Collins, A., & Duguid, P. (1989). Situated Cognition and the Culture of Learning. Educational Researcher, 18(1), 32. http://doi.org/10.2307/1176008.
- Papert, S., & Harel, I. (1991). Situating constructionism. In Papert, Seymour & I. Harel (Eds.), Constructionism (pp. 1–14). Hillsdale, NJ: Lawrence Erlbaum Associates.
- Resnick, M. (2007). All I Really Need to Know (About Creative Thinking) I Learned (by Studying How Children Learn) in Kindergarten. In Proceedings of the 6th ACM SIGCHI Conference on Creativity & Cognition (pp. 1–6). New York, NY, USA: ACM. http://doi.org/10.1145/1254960.1254961.
- Gee, James Paul. “Learning and Games”. The Ecology of Games: Connecting Youth, Games, and Learning. Edited by Katie Salen. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. Cambridge, MA: The MIT Press, 2008. 21–40. doi:10.1162/dmal.9780262693646.021
- Digital Game-Based Learning: Still Restless, After All These Years. EDUCAUSE Review, vol. 50, no. 6 (November/December 2015).
- Steinkuehler, C., & Squire, K. (2014). Videogames and Learning. In The Cambridge Handbook of the Learning Sciences (2nd ed., pp. 377–396). New York, NY: Cambridge University Press.
- Recommended Readings/Viewings
- Video Games: the Movie (NETFLIX, iTunes, etc…)
- O’Brien, D. (2011). A Taxonomy of Educational Games. In Gaming and Simulations: Concepts, Methodologies, Tools and Applications (pp. 1–23). Hershey, PA. doi:10.4018/978-1-60960-195-9.ch101. (MUN LIBRARY – IGI GLOBAL InfoSci-Books).
- Young, M. F., Slota, S., Cutter, A. B., Jalette, G., Mullin, G., Lai, B., … Yukhymenko, M. (2012). Our Princess Is in Another Castle A Review of Trends in Serious Gaming for Education. Review of Educational Research, 82(1), 61–89. http://doi.org/10.3102/0034654312436980.
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Huizenga, J. C., ten Dam, G. T. M., Voogt, J. M., & Admiraal, W. F. (2017). Teacher perceptions of the value of game-based learning in secondary education. Computers & Education, 110, 105–115.
https://doi.org/10.1016/j.compedu.2017.03.008
- Watson, W. R., Mong, C. J., & Harris, C. A. (2011). A case study of the in-class use of a video game for teaching high school history. Computers & Education, 56(2), 466–474. http://doi.org/10.1016/j.compedu.2010.09.007.
Boyle, E. A., Hainey, T., Connolly, T. M., Gray, G., Earp, J., Ott, M., … Pereira, J. (2016). An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games. Computers & Education, 94, 178–192.
https://doi.org/10.1016/j.compedu.2015.11.003
Corredor, J., Gaydos, M., & Squire, K. (2013). Seeing Change in Time: Video Games to Teach about Temporal Change in Scientific Phenomena. Journal of Science Education and Technology, 23(3), 324–343.
http://doi.org/10.1007/s10956-013-9466-4.
- Sørensen, B. (2011). Educational Design for Serious Games. In Egenfeldt-Nielsen, S., Meyer, B., Sørensen, B., Serious games in education a global perspective (pp. 99–121). Aarhus: Aarhus University Press. (Search the TITLE OF THE BOOK on the MUN library web page).
- Gros, B. (2007). Digital games in education: The design of games-based learning environments. Journal of Research on Technology in Education, 40(1), 23–38.
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Ke, F. (2014). An implementation of design-based learning through creating educational computer games: A case study on mathematics learning during design and computing. Computers & Education, 73, 26–39.
https://doi.org/10.1016/j.compedu.2013.12.010
Recommended Readings/Viewings
- Robertson, J., & Howells, C. (2008). Computer game design: Opportunities for successful learning. Computers & Education, 50(2), 559–578. http://doi.org/10.1016/j.compedu.2007.09.020
- Shute, V. J., Ventura, M., & Ke, F. (2015). The power of play: The effects of Portal 2 and Lumosity on cognitive and noncognitive skills. Computers & Education, 80, 58–67. http://doi.org/10.1016/j.compedu.2014.08.013.
- Durga, S., & Squire, K. (2011). Productive Gaming and the Case for Historiographic Game-Play. In Gaming and Simulations: Concepts, Methodologies, Tools and Applications (pp. 1124–1141). Hershey, PA. doi:10.4018/978-1-60960-195-9.ch415. (MUN LIBRARY -IGI GLOBAL InfoSci-Books)
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Dobrowolski, P., Hanusz, K., Sobczyk, B., Skorko, M., & Wiatrow, A. (2015). Cognitive enhancement in video game players: The role of video game genre. Computers in Human Behavior, 44, 59–63.
https://doi.org/10.1016/j.chb.2014.11.051
- Recommended Readings/Viewings
- Shultz Colby, R., & Colby, R. (2008). A Pedagogy of Play: Integrating Computer Games into the Writing Classroom. Computers and Composition, 25(3), 300–312. http://doi.org/10.1016/j.compcom.2008.04.005.
- Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152–161. http://doi.org/10.1016/j.compedu.2014.08.019.
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Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14–31. http://doi.org/10.1016/j.ijhcs.2014.09.006.
- Recommended Readings/Viewings
- Bogost, I. (2015). Why Gamification is Bullshit. In S. P. Walz & S. Deterding (Eds.), The Gameful World: Approaches, Issues, Applications. Mit Press. (MUN LIBRARY-EBRARY)