Video Games, Social Media, and Learning
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: latoya@racialicious.com
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, 2009
“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
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.




[...] And created a monster resources page, which is still in process. [...]
[...] Then again, maybe that was better – I hated when people tried to talk to me about my life in senior year, when all I wanted to do was escape it. Maybe leaving it alone was the best course of action. Let them play and explore possibilities. Watching Mardez, Tony, and three other boys I didn’t know crowd around the tab and critique the gameplay aspects of Asphalt 5 reminded me of how much work I have left to do when talking about black boys, play practices, technology, and video games. [...]