These are some recommended books on technology and education.
Books on Gaming and Simulations
Rollings, Andrew and Ernest Adams, Andrew Rollings and Ernest Adams on Game Design, New Riders, 2003.
Salin, Katie and Eric Zimmerman, Rules of Play, MIT Press, 2003.
Ackerman, Diane, Deep Play, Random House, 1999.
Avedon, Elliot and Brian Sutton-Smith eds., The Study of Games, Wiley & Sons, 1971.
Bennehum, David S., Extra Life, Coming of Age in Cyberspace, Basic Books, 1998.
Bruer, John T., The Myth of the First Three Years, The Free Press, 1999.
Caillois, Roger, Man, Play and Games, Free Press, 1961
Caine, Rennate Numela and Geoffrey Caine, Making Connections: Teaching and the Human Brain, Addison Wesley, 1991.
Crawford, Chris, The Art of Computer Game Design, Osborne/McGraw-Hill 1982.
Crawford, Chris, The Art of Interactive Design, No Starch Press, 2002.
Davis, Stan, and Jim Botkin, The Monster Under the Bed, Simon & Schuster, 1994.
Dodsworth, Clark, ed., Digital Illusion: Entertaining the Future with High Technology, Addison-Wesley, 1997.
Erlbach, Arlene, Video Games – How It’s Made, Lerner, 1994
Gopnick, Alison, Andrew N. Meltzoff, and Patricia K. Kuhl, The Scientist in the Crib: Minds, Brains, and How Children Learn, William Morrow, 1999.
Greenfield, Patricia M., Mind and Media: The Effects of Television, Video Games and Computers, Harvard, 1984.
Greenfield Patricia M., and Rodney R. Cocking, Eds., Interacting with Video, Ablex, 1996.
Healy, Jane M. , Endangered Minds: Why Children Don't Think and What We Can Do About It, Simon & Schuster, 1990.
Healy, Jane M., Failure to Connect: How Computers Affect Our Children's Minds and What We Can Do About It, Simon & Schuster, 1998.
Herman, Leonard, Phoenix: The Fall and Rise of Videogames, Rolenta Press, 1997
Herz, J. C., Joystick Nation, How Videogames Ate Our Quarters, Won Our Hearts and Rewired Our Minds, Little Brown, 1997.
Huizinga, Johan, Homo Ludens: A Study of the Play Element in Culture, Beacon, 1955.
Jensen, Eric, Brain-Based Learning, The Brain Store, 2000.
Kinder, Marsha, Playing With Power in Movies Television and Videogames, U Cal, 1991.
McLuhan, Marshall, Understanding Media, Routledge and Kegan Paul, 1964.
Modeling and Simulation: Linking Entertainment and Defense, National Academy Press, 1997.
Murray, Janet H., Hamlet on the Holodeck: The Future of Narrative in Cyberspace, MIT, 1997.
Negroponte, Nicholas, Being Digital, Vintage, 1996.
Papert, Seymour, The Children’s Machine. Basic Books, 1992.
Postman, Neil, Amusing Ourselves to Death Penguin, 1985.
Postman, Neil, The End of Education, Alfred A. Knopf, 1995.
Prensky, Marc, Digital Game-Based Learning, McGraw-Hill, 2001.
Provenzo, Eugene, Video Kids – Making Sense of Nintendo, Harvard, 1991.
Rose, Colin & Malcolm J. Nicholl., Accelerated Learning for the 21st Century, Dell, 1997.
Salzman, Marc, ed., Game Design: Secrets of the Sages, Brady Games 1999.
Schank, Roger, Virtual Learning, McGraw-Hill 1997.
Sheff, David and Andy Eddy, Game Over: Press Start to Continue, Hodder and Stoughton, 1999.
Skurzynski, Gloria, Know the Score: Videogames in Your High Tech World, Bradbury, 1994.
Sudnow, David, Pilgrim in the Microworld: Eye, Mind, and the Essence of Video Skill, Heinemann, 1983.
Tapscott, Don, Growing Up Digital: The Rise of the Net Generation, McGraw-Hill, 1998.
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