Video Games, Social Media, and Learning

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Welcome to the resource guide for Video Games, Social Media, and Learning! This presentation was created for WSAME (Washington State Association for Multicultural Education), and presented at their Fall 2010 conference. Any questions? Email me:

Articles and References

Jane McGonial: Video Games Can Make a Better World, ” TED Talk, 2010

Delivering the message,” CBC News, 2010

Study Finds Preschool Use of Educational Video and Games Prepares Low-Income Children for Kindergarten,” SRI, 2009

“Own Your Space–Keep Yourself and Your Stuff Safe Online” Digital Book for Teens by Linda McCarthy,” Microsoft, 2010
Age of persuasion,” CBC News, 2010

Will Wright makes toys that make worlds,” TED Talk, 2007

A Is for App: How Smartphones, Handheld Computers Sparked an Educational Revolution,” Fast Company, May 2010

Method: 4 Things Video Games Teach Us About Motivating People,” Fast Company Design, October 2010

“The Making of Little Big Planet,” Wired, 2008

Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming, edited by Yasmin B. Kafai, Carrie Heeter, Jill Denner, and Jennifer Y. Sun, The MIT Press

Land of Plenty: Diversity as America’s Competitive Edge in Science, Engineering, and Technology, Report of the Congressional Commission for the Advancement of Women and Minorities in Science, Engineering, and Technology Development.

Why So Few? Women in Science, Technology, Engineering, and Mathematics
, American Association of University Women, 2010

Facts of Science Education XIV: Female and Minority Chemists and Chemical Engineers Speak Out About Diversity and Underrepresentation in STEM,” study by the Bayer Corporation, March 2010

Gaming Masculinity: Video games as a reflection on masculinity in Computer Science and African American culture [Conference Notes],” Latoya Peterson for Racialicious, 2010

Glitch Game Testers: African American Men Breaking Open the Console,Betsy DiSalvo, et al,

Can Video Game Testing Spark Interest in Computing Among Black Youth?,” Newswise/Georgia Institute of Technology, 2009

Star Trek & Girl Gamers: Exploring The Gender Gap In Computer Science,” Latoya Peterson for Jezebel, 2009

“Beyond Rockett and Purple Moon: Gender, Gaming, and Stereotypes,” Latoya Peterson for Jezebel, 2009

“Brenda Laurel on games for girls,” TED Talk, 1998

Gamer Girls Rising,” Latoya Peterson for Women’s Review of Books, 2008

Teens, Video Games and Civics, Pew Center for American Life, 2008

“Bullying of teenagers online is common, UCLA psychologists report,” UCLA Classroom, 2008

Augmented reality CVs – apply within?The Guardian, October 2010

Video Games

Little Big Planet

Against All Odds

ICED: I Can End Deportation


Video Game Creator Software

Game Maker
[for Mac and PC]

Game Star Mechanic (Web Based)

Websites and Online Communities

The Border House – “a blog that aims to break down cultural and stereotypical walls and cross social borders in virtual worlds, MMO games, video games, and social media through inclusive journalism.”

Geek Feminism – ” The Geek Feminism blog exists to support, encourage, and discuss issues facing women in geek communities, including science and technology, gaming, SF fandom, and more. (Yes, we take a broad view of geekdom.)”

Games 4 Change – “a non-profit which seeks to harness the extraordinary power of digital games to address the most pressing issues of our day, including poverty, education, human rights, global conflict and climate change.”

Able Gamers – “The AbleGamers Foundation’s mission is to empower the disabled population to enjoy the digital revolution that is taking place in gaming.”

The Cyberbullying Research Center – “dedicated to providing up-to-date information about the nature, extent, causes, and consequences of cyberbullying among adolescents. Cyberbullying can be defined as “willful and repeated harm inflicted through the use of computers, cell phones, and other electronic devices.”

The Center for Children and Technology – “The Center for Children and Technology (CCT) began as the educational research and development division of Bank Street College in New York City. As one of the first education technology research-and-development organizations, CCT recognized early on that digital technologies would change people’s understanding of the world in crucial and complex–but unpredictable–ways.” Contains lots of information on the Ready to Learn curriculum and program.

Edudemic – Connecting teaching and social media.