Bibliography

Ahearn, Luke. 3D Game Environments: Create Professional 3D Game Worlds. Amsterdam: Focal/Elsevier, 2008. Print. A detailed description on the process used in modern day gaming titles to construct 3d low poly models. This book provides tutorials and examples to show how to go about creating environments, characters, and props used for creation of games in such applications as UDK.
Anas, Brittany. "Teachers Learn to Program Games at CU." Colorado Daily [Colorado] 7 June 2011: 5. Print. A local paper article about teachers enrolling in a class to learn how to create their own games to educate their students. Learning multimedia gaming design teachers will understand the technology and be able to directly influence the creation of the education materials that the students in their classes interact with.
Bostick, Douglas W. Fort Sumter National Monument: Where the Civil War Began. Charleston: Charleston Postcard, 2011. Print. A promotional book available for purchase at the Fort Sumter museum and monument containing the historical importance of the fort from creation to its eventual destruction and then transformation into historical moment.
Busby, Jason, Zak Parrish, and Jeff Wilson. Mastering Unreal Technology Volume 1: Introduction to Level Design with Unreal Engine 3. Indianapolis, IN: Sams Pub., 2009. Print. This information book is created to teach beginning and intermediate users the skills and understanding to use the UDK gaming engine. It has in depth tutorials on creating game levels, setting up environments, and how to go about planning out full projects.
Druin, Allison, and Cynthia Solomon. Designing Multimedia Environments for Children. New York: J. Wiley & Sons, 1996. Print. Written by two creators of children's educational multimedia. The book is dated because of its release in 1996 but contains pertinent information discussing the use of graphics and style within designing multimedia for children in order to achieve the best results. Also contains examples of educational software for reference.
Gahan, Andrew. 3ds Max Modeling for Games: Insider's Guide to Game Character, Vehicle, and Environment Modeling. Amsterdam: Focal/Elsevier, 2009. Print. A detailed description on the process used in modern day gaming titles to construct 3d low poly models. This book provides tutorials and examples to show how to go about creating environments, characters, and props used for creation of games in such applications as UDK.
Gee, James Paul. Good Video Games + Good Learning: Collected Essays on Video Games, Learning, and Literacy. New York: P. Lang, 2007. Print. This book discusses the use of video games and the implementation into a learning environment. It goes into detail about the controversy behind video games and the stereotypes it posses and how to better merge games and education in a symbiotic middle ground.
Goldstein, Jeffrey H., David Buckingham, and Gilles Brougère. Toys, Games, and Media. Mahwah, NJ: L. Erlbaum Associates, 2004. Print. This book describes the evolution of the toy through history into the use and cultural understanding of “war toys” during the 1930s-1950s and the evolution of the these toys into the modern day toys being used today. Using games like first person shooters and then comparing interactions with straightforward games intended for educational use, information was collected from observation and questioning of players on how they use their senses to interact with each other and how both have different ways of stimulating the player.
Gordon, David T. The Digital Classroom: How Technology Is Changing the Way We Teach and Learn. Cambridge, MA: Harvard Education Letter, 2000. 19-34. Print. A collection of articles and journals written about the use of technology in the classroom. The articles particularly applying to my research discussed the pros and cons of using technology in the classroom and how it can best done properly to achieve positive learning results. It also discusses the important of teachers understanding these risks in order to use the given technology to its full potential.
Guindon, Marc-Andre. Learning Autodesk® Maya® 2009: the Modeling & Animation Handbook. San Rafael, CA: Autodesk, 2008. Print. This book is a officially licensed book by the makers of Maya 2009, Autodesk. It provides the reader an understanding of how to use the best method and workflow to model characters and then how to rig these character for animation. This book provides research and understanding in proper character edge flow and simple modeling techniques that can be applied to any kind of modeling.
Half-Life²: Raising the Bar. Roseville, CA: Prima Games, 2004. Print. A illustrated book about the process that the company Value used to create their award winning game Half Life 2. From concept to final product, the full pipeline is revealed to understand what goes into creating a game with Valve.
King, Lucien. Game On: the History and Culture of Videogames. New York, NY: Universe Pub., 2002. Print. A wide collection of thoughts and concepts on understanding the phenomenon of video games and how it has become as big as it is today.This book also provides a more full understanding behind the idea behind action oriented game play being the top seller for games and why the typical education game either does not have any sales or is just generally lacking in interest.
McKinley, Michael. Maya Studio Projects: Game Environments and Props. Indianapolis, IN: Wiley Pub., 2010. Print. A detailed description on the process used in modern day gaming titles to construct 3d low poly models. This book provides tutorials and examples to show how to go about creating environments, vehicles, and props used for creation of games in such applications as UDK and other gaming engines.
McNab, Chris. Gun: a Visual History. New York, NY: Fall River, 2009. Print. A visual reference and description book about guns throughout history. This includes rifles, pistols, and artillery used during the civil war. These references are used to understand the use of weapons at Fort Sumter and how to appropriately and realistically construct them for a game environment.
Morris, Dave, and Leo Hartas. Game Art: the Graphic Art of Computer Games. New York: Watson-Guptill, 2003. Print. A illustrated guide to understanding game art in the game design industry. This applies directly on understanding how designing environments, props, and characters that apply to the goal of the game being created. Also how different techniques are used to cut down on production time, while still keeping quality high.
Sarasin, Lynne Celli. Learning Style Perspectives: Impact in the Classroom. Madison, WI: Atwood Pub., 1999. Print. This books communicates directly with teachers learning how to teach to different learning styles students have. The main three learning styles discussed, auditory, visual, and tactile provide the reader an understanding and to appropriately create lessons plans to accommodate each type of learner.
Simkins, Michael. Increasing Student Learning through Multimedia Projects. Alexandria, VA: Association for Supervision and Curriculum Development, 2002. Print. This book provides a rundown on how to go about creating Multimedia projects. This book relates to the subject by describing how best to go about creating and organizing ideas based on your audience and overall goal and going step by step to organize your project into a well formed process.
Sprenger, Marilee. Learning and Memory: the Brain in Action. Alexandria, Va., USA: Association for Supervision and Curriculum Development, 1999. Print. Focusing on understating the brain, its functions, and how learning styles are interpreted. Using this information one is able to better understand how people interpret and remember important educational lessons.