EPISODE 36: RECOMMENDED READING

Episode 36: Recommended Reading | 28 July 2026

Stephen and Trent retrace the books, articles, and other thought-provoking media that have most inspired their scholarly work. Along with specific resources to help listeners chart their own worldbuilding journeys, the duo gets into:

  • The transformative influence of James Paul Gee’s (2003) What Video Games Have to Teach Us About Learning and Literacy;

  • Causes and consequences of university faculty lacking formal pedagogical training;

  • Recognizing learner potential and providing opportunities for actualization;

  • Connecting the dots between biology, philosophy, cognition, and design;

  • Curiosity about the genetic mechanisms behind the human mind and consciousness;

  • Bruner’s narrative psychology and how storytelling organizes reality;

  • “Unstable realities,” magical realism, and using speculative fiction to challenge singular, colonial perspectives;

  • How messy, complex worldbuilding more accurately reflects the “broken” nature of our world;

  • Jurassic Park, fractal paradigms, and the logic of systemic failure;

  • Scholarly lineage and identifying the right advisor;

  • Social construction, “unmaking” systems, and the benefits of designing for inclusivity;

  • Connecting personal identity with the rise, fall, and rebirth of institutions; and

  • How the Clark-Kozma debate pushes us to ask “how” rather than “whether.”

Episode References:

  • Tolkien, J. R. R. (1954–1955). The lord of the rings. George Allen & Unwin.

  • Tolkien, J. R. R. (1977). The Silmarillion (C. Tolkien, Ed.). Houghton Mifflin.

  • Gee, J. P. (2003). What video games have to teach us about learning and literacy. Palgrave Macmillan.

  • Harrigan, P. & Wardrip-Fruin, N. (Eds.). (2007). Second person: Role-playing and story in games and playable media. MIT Press.

  • Grubb, J. & Winter, S. (1984). Marvel super heroes role-playing game [Box set]. TSR, Inc.

  • Bethesda Game Studios. (2011). The Elder Scrolls V: Skyrim [Video game]. Bethesda Softworks.

  • Behe, M. J. (1996). Darwin’s black box: The biochemical challenge to evolution. Free Press.

  • Sagan, C. (1995). The demon-haunted world: Science as a candle in the dark. Random House.

  • Popper, K. R. (1959). The logic of scientific discovery. Hutchinson.

  • Chalmers, A. F. (1976). What is this thing called science? University of Queensland Press; Open University Press.

  • Bernays, A. & Painter, P. (1991). What if? Writing exercises for fiction writers. HarperPerennial.

  • Roberts, A. (2019). For the queen [Board game]. Evil Hat Productions.

  • Miéville, C. (2000). Perdido street station. Macmillan.

  • King, S. (1982–2004). The dark tower (Vols. 1–7). Donald M. Grant; Viking; Scribner.

  • Crichton, M. (1990). Jurassic park. Alfred A. Knopf.

  • Crichton, M. (1995). The lost world. Alfred A. Knopf.

  • Orwell, G. (1945). Animal farm. Secker & Warburg.

  • Orwell, G. (1949). 1984. Secker & Warburg.

  • Steinbeck, J. (1937). Of mice and men. Covici Friede.

  • Hawking, S. W. (1988). A brief history of time: From the big bang to black holes. Bantam Books.

  • Adams, T. & Adams, Z. (2006–present). Dwarf fortress (Classic/ASCII version) [Video game]. Bay 12 Games.

  • Aquinas, T. (1981). Summa theologiae (Fathers of the English Dominican Province, Trans.). Christian Classics. (Original work published 1265–1274)

  • Jonassen, D. H. (2010). Learning to solve problems: A handbook for designing problem-solving learning environments. ⁠Routledge.

  • Hutchins, E. (1995). Cognition in the wild. ⁠The MIT Press.

  • Lave, J. & Wenger, E. (1991). Situated learning: Legitimate peripheral participation. ⁠Cambridge University Press.

  • Bruner, J. S. (1986). Actual minds, possible worlds. Harvard University Press.

  • Gibson, J. J. (1979). The ecological approach to visual perception. Houghton Mifflin.

  • Gibson, E. J. (1969). Principles of perceptual learning and development. Appleton-Century-Crofts.

  • Young, M. F. & Barab, S. (1999). Perception of the raison d’être in anchored instruction: An ecological psychology perspective. Journal of Educational Computing Research, 20(2), 113–135.

  • Barab, S. A., Gresalfi, M., & Ingram-Goble, A. (2010). Transformational play: Using games to position person, content, and context. Educational Researcher, 39(7), 525–536. https://doi.org/10.3102/0013189X10386593

  • Squire, K. D. (2004). Replaying history: Learning world history through playing “Civilization III” [Doctoral dissertation, Indiana University].

  • Lucas, G. (Director). (1977). Star Wars Episode IV: A new hope [Film]. Lucasfilm; 20th Century Fox.

  • Spielberg, S. (Director). (1981). Raiders of the lost ark [Film]. Lucasfilm; Paramount Pictures.

  • Boorman, J. (Director). (1981). Excalibur [Film]. Orion Pictures.

  • Scott, R. (Director). (1982). Blade runner [Film]. The Ladd Company; Shaw Brothers.

  • Miller, G. (Director). (1981). The road warrior [Film]. Kennedy Miller Entertainment.

  • Cameron, J. (Director). (1984). The terminator [Film]. Hemdale Film Corporation; Orion Pictures.

  • Chaucer, G. (2003). The Canterbury tales (N. Coghill, Trans.). Penguin Classics. (Original work published ca. 1387–1400)

  • Milton, J. (2003). Paradise lost (J. Leonard, Ed.). Penguin Books. (Original work published 1667)

  • Tolkien, J. R. R. (1977). The Silmarillion (C. Tolkien, Ed.). Houghton Mifflin.

  • Shelley, M. (1818). Frankenstein; or, the modern Prometheus. Lackington, Hughes, Harding, Mavor, & Jones.

  • Marlowe, C. (2005). The tragical history of Doctor Faustus. IndyPublish. (Original work published 1604)

  • Campbell, J. (1949). The hero with a thousand faces. Pantheon Books.

  • Watterson, B. (2005). The complete Calvin and Hobbes. ⁠Andrews McMeel Publishing.

  • ⁠Amend, B. (1989). FoxTrot. Andrews McMeel Publishing.

  • Camus, A. (1946). The stranger (S. Gilbert, Trans.). Alfred A. Knopf. (Original work published 1942)

  • Norman, D. A. (2013). The design of everyday things: Revised and expanded edition. Basic Books.

  • Cognition and Technology Group at Vanderbilt. (1992). The Jasper series as an example of anchored instruction: Theory, program description, and assessment data. Educational Psychologist, 27(3), 291–315.

  • Papert, S. (1980). Mindstorms: Children, computers, and powerful ideas. Basic Books.

  • Clark, R. E. (1983). Reconsidering research on learning from media. ⁠Review of Educational Research, 53(4), 445–459.

  • Kozma, R. B. (1991). Learning with media. Review of Educational Research, 61(2), 179–211.

  • Young, M. F., Slota, S. T., Cutter, A., Jalette, G., Mullin, G., Lai, B., Simeoni, Z., Tran, M., & Yukhymenko, M. (2012). Our princess is in another castle: A review of trends in serious gaming for education. Review of Educational Research, 82(1), 61-89. doi: 10.3102/0034654312436980

  • The New London Group. (1996). A pedagogy of multiliteracies: Designing social futures. Harvard Educational Review, 66(1), 60–92.

  • Dewey, J. (1938). Experience and education. Macmillan.

  • Bogost, I. (2007). Persuasive games: The expressive power of videogames. The MIT Press.

  • Bogost, I. (2008). “The Rhetoric of Video Games.” The Ecology of Games: Connecting Youth, Games, and Learning. Katie Salen (Ed.). The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. The MIT Press. 117–40.

  • Wardrip-Fruin, N. & Harrigan, P. (Eds.). (2004). First person: New media as story, performance, and game. The ⁠MIT Press.

  • Harrigan, P. & Wardrip-Fruin, N. (Eds.). (2009). Third person: Authoring and exploring vast narratives. The MIT Press.

  • Graeber, D. & Wengrow, D. (2021). The dawn of everything: A new history of humanity. Farrar, Straus and Giroux.

  • Schwartz, D. L. & Bransford, J. D. (1998). A time for telling. Cognition and Instruction, 16(4), 475–522. https://doi.org/10.1207/s1532690xci1604_4

  • Gick, M. L. & Holyoak, K. J. (1980). Analogical problem solving. Cognitive Psychology, 12(3), 306–355. https://doi.org/10.1016/0010-0285(80)90013-4

  • Woodard, C. (2011). American nations: A history of the eleven rival regional cultures of North America. Viking.

  • Brown, J. S., Collins, A., & Duguid, P. (1989). Situated cognition and the culture of learning. Educational Researcher, 18(1), 32–42.

  • Mukherjee, S. (2016). The Gene: An intimate history. Scribner.

The Worldbuilding Workshop Podcast | Episode 36: Recommended Reading
Stephen Slota & Trent Hergenrader
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EPISODE 35: ENVIRONMENTAL AND EMERGENT STORYTELLING