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Past articles
This page contains links to a number of publications by AADLC personnel and associated faculty written prior to 2005.
Learning Object Repository Papers
- Finding and Sharing eLearning Objects: Standards Based Interoperability and Federated Repositories
- Content Repositories as eLearning Tools Community Building with Repository Services
- Encouraging Reuse at the Source: Use Cases for Creating Metadata and Facilitating Content Management within a Development Environment
- What We Mean When We Say “Repositories” User Expectations of Repository Systems
- AADLC Report from the 2003 Global Learning Repository Summit
SCORM and Learning Object Papers
- Macromedia Case Study - Sharable Content Objects 2004/02/01
- Learning Objects in Higher Education 2003/04
- How to Convert Content into a Sharable Content Object 2002/02
- Unlocking the potential of Advanced Distributed Learning through Standards: Where does the UW System fit in? 2000/05/17
Papers by the Games, Learning, and Society Research Group (formerly GAPPS)
Note: GAPPS has now become Games, Learning, and Society (GLS) and more information can be found at the GLS website.
Women and Video Gaming: Gendered Identities at Play, paper (PDF) presented by Elisabeth Hayes at the Games, Learning, & Society Conference, Madison, WI, June 2005
Joint Papers
- Shaffer, D. W., & Gee, J. P. (in press). Before every child is left behind: How epistemic games can solve the coming crisis in education (WCER Working Paper). Madison: University of Wisconsin-Madison, Wisconsin Center for Education Research.
- Squire, K.D., & Steinkuehler, C.A. Meet the gamers for the Library Journal
- Shaffer, D.W., Squire, K.D., Halverson, R., & Gee, J.P. (in press) Video games and the future of learning. Phi Delta Kappan.
James Paul Gee
- Gee, J.P. Why Are Video Games Good For Learning?
- Gee, J.P. What Would a State of the Art Instructional Video Game Look Like? Innovate
- Gee, J.P. Video Games, Mind and Learning
- Gee, J.P. Good Video Games and Good Learning
- Gee, J.P. Learning by Design: Good Video Games as Learning Machines
- Gee, J.P. Learning about Learning from a Video Game: Rise of Nations
- Gee, J.P. Game-Like Learning: An Example Of Situated Learning And Implications For Opportunity To Learn
Richard Halverson
- Halverson, R.; Grigg, J., Prichett, R., & Thomas C. (2005) The new instructional leadership: Creating Data-Driven Instructional Systems in Schools. Paper presented at 2005 Annual Meeting of the National Council of Professors of Educational Administration, Washington, D.C.
- Halverson, R. (September, 2005) What Can K-12 School Leaders Learn from Video Games and Gaming? Innovate 1(6).
- Halverson, R. & Rah, Y. (2005) Representing leadership for social justice: The case of Franklin School. Journal of Cases in School Leadership, 8(1) Spring 2005.
- Halverson, R., Linnekin, B. Spillane, J. & Gomez, L. (2004) Multimedia cases of practice: On-line learning opportunities for school leaders. Journal of Cases in Educational Leadership 7(1) Spring 2004.
- Halverson, R., (2003, October 10). Systems of practice: How leaders use artifacts to create professional community in schools. Education Policy Analysis Archives, 11 (37).
Elisabeth Hayes
- Hayes, E. Women and Video Gaming: Gendered Identities at Play, paper (PDF) presented at the Games, Learning, & Society Conference, Madison, WI, June 2005
- Hayes, E. Becoming a (Virtual) Skateboarder: Communities of Practice and the Design of E-Learning. Under review for publication in Adult Education Quarterly.
- Hayes, E. Reconceptualizing Adult Basic Education and the Digital Divide. Chapter to be published in Belzer, A. & Beder, H. Defining and improving quality in adult basic education: Issues and challenges. New York: Lawrence Erlbaum.
Kurt Squire
- Squire, K.D. Changing the Game: What Happens When Video Games Enter the Classroom? Innovate
- Squire, K.D. x-Learn LAB Perspectives: Game-based Learning for the Masie Consortium
- Squire, K.D. Design research for game-based learning. To appear in Educational Technology.
- Squire, K.D. (in press). Game cultures, school cultures. To appear in Innovate.
- Squire, K.D. (in press). Educating the fighter. To appear in On the Horizon.
- Squire, K.D. (in submission). Games as ideological worlds.
David Williamson Shaffer
- Shaffer, D. W. (2005). Epistemic Games. Innovate, 1 (6).
- Shaffer, D. W. (in press). Epistemic frames for epistemic games. Computers and Education.
- Shaffer, D. W., & Squire, K. D. (in press). The Pasteurization of Education. In Education and Technology: Issues in Policy, Administration and Application. London: Elsevier.
- Shaffer, D. W., & Clinton, K. A. (2005). Why all CSL is CL: Distributed mind and the future of computer supported collaborative learning. Paper presented at the Computer Supported Collaborative Learning (CSCL), Taipei, Taiwan.
- Shaffer, D. (in press). Multisubculturalism: Computers and the end of progressive education (WCER Working Paper). Madison: University of Wisconsin-Madison, Wisconsin Center for Education Research.
- Shaffer, D. W. (in press). Toolforthoughts: Reexamining thinking in the digital age (WCER Working Paper). Madison: University of Wisconsin-Madison, Wisconsin Center for Education Research.
- Svarovsky, G.N., & Shaffer, D. W. (in press). SodaConstructing knowledge through exploratoids. Journal of Research in Science Teaching.
- Beckett, K. L., & Shaffer, D. W. (in press). Augmented by reality: The pedagogical praxis of urban planning as a pathway to ecological thinking. Journal of Educational Computing Research.
- Shaffer, D. W. (2004). Pedagogical praxis: The professions as models for post-industrial education. Teachers College Record, 106(7), 1401-1421.
- Shaffer, D. W. (2004). Epistemic frames and islands of expertise: Learning from infusion experiences. Paper presented at the International Conference of the Learning Sciences (ICLS), Santa Monica, CA.
- Rhode, M., & Shaffer, D. W. (2004). Us, ourselves, and we: Thoughts about social (self-) categorization. Association for Computing Machinery (ACM) SigGROUP Bulletin, 24(3), 19-24.
- Shaffer, D. W. (2001). Thinking Forward by Thinking Back. Communication Arts, 42(8), 134-136.
- Shaffer, D. W. (2000). This is Dewey's vision revisited. In D. T. Gordon (Ed.), The digital classroom: How technology is changing the way we teach and learn (pp. 176-178). Cambridge, MA: Harvard Education Letter.
- Shaffer, D. W., & Resnick, M. (1999). Thick authenticity: New media and authentic learning. Journal of Interactive Learning Research, 10(2), 195-215.
- Shaffer, D. W., & Kaput, J. J. (1999). Mathematics and virtual culture: an evolutionary perspective on technology and mathematics. Educational Studies in Mathematics, 37, 97-119.
David Williamson Shaffer's Medical Education/Simulation/Training Papers
- Dawson, S. L., Cotin, S., Meglan, D., Shaffer, D. W., & Ferrell, M. (2000). Designing a computer-based simulator for interventional cardiology training. Catheterization and Cardiovascular Interventions, 51, 522-527.
- Gordon, J. A., Wilkerson, W., Shaffer, D. W., & Armstrong, E. G. (2001). Practicing medicine without risk: students' and educators' responses to high-fidelity patient simulation. Academic Medicine, 76(5).
- Gordon, J. A., Tancredi, D. N., Binder, W. D., Wilkerson, W., & Shaffer, D. W. (2003). Assessment of a clinical performance evaluation tool for use in a simulator-based testing environment: a pilot study. Academic Medicine, 78(10), S45-47.
- Shaffer, D. W., Gordon, J., & Bennett, N. L. (in press). Learning, testing, and the evaluation of learning environments in medicine: Global performance assessment in medical education. Interactive Learning Environments.
- Shaffer, D. W., Dawson, S. L., Meglan, D., Cotin, S., Ferrell, M., Norbash, A., et al. (2000). Design principles for the use of simulation as an aid in interventional cardiology training. Minimally Invasive Therapy and Applied Technologies, 10(2).
- Cotin, S., Shaffer, D. W., Meglan, D., Ottensmeyer, M., Berry, P., & Dawson, S. L. (2000). CAML: A general framework for the development of medical simulations. In H. Pien (Ed.), Proceedings of SPIE Vol. 4037: Battlefield Biomedical Technologies II.
- Shaffer, D. W., Kigin, C., Kaput, J., & Gazelle, G. (2002). What is Digital Medicine? In R. Bushko (Ed.), Future of Health Technology. Amsterdam: IOS Press.
Constance Steinkuehler
- Steinkuehler, C. A. (dissertation) Cognition & Learning in Massively Multiplayer Online Games: A Critical Approach
- Steinkuehler, C. A. (in review). Why game (culture) studies now? To appear in Games and Culture, 1(1).
- Steinkuehler, C. A. (in review). Cognition and learning in massively multiplayer online games. To appear in D. Leu, J. Coiro, C. Lankshear, & K. Knobel (Eds.), Handbook of Research on New Literacies. Mahwah NJ: Erlbaum.
- Steinkuehler, C. A. & Williams, D. (in review). Where everybody knows your (screen) name: Online games as 'third places.' Manuscript in submission.
- Steinkuehler, C. A. (in review). Situated identities as styles of play in massively multiplayer online games. Manuscript in submission.
- Steinkuehler, C. A. (2005). The mangle of play. Presented at the Games, Learning, & Society Conference, Madison WI, June 23-24.
- Steinkuehler, C. A. (2005). The new third place: Massively multiplayer online gaming in American youth culture. Tidskrift Journal of Research in Teacher Education, 3. Umeå: Umeå University, The Faculty of Teacher Education Board.
- Steinkuehler, C. A. (2005). Massively multiplayer online videogaming as participation in a Discourse. To appear in Mind, Culture, & Activity.
- Steinkuehler, C.A., Black, R.W., & Clinton, K.A. (2005). Researching literacy as tool, place, and way of being. Reading Research Quarterly, 40(1), 7-12.
- Squire, K. D. & Steinkuehler, C. A. (in press). Generating CyberCulture/s: The case of Star Wars Galaxies. In D. Gibbs & K. L. Krause (Eds.), Cyberlines: Languages and cultures of the Internet (2nd ed.). Albert Park, Australia: James Nicholas Publishers.
- Steinkuehler, C. A. (2004). Learning in massively multiplayer online games. In Y. B. Kafai, W. A. Sandoval, N. Enyedy, A. S. Nixon, & F. Herrera (Eds.), Proceedings of the Sixth International Conference of the Learning Sciences (pp.521-528). Mahwah, NJ: Erlbaum.
- Steinkuehler, C. A. (2003). Massively multiplayer online games as a constellation of literacy practices. Paper presented at the International Conference on Literacy, Ghent, Belgium.




