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References

The “boring” part.

Admiraal, W., Huizenga, J., Akkerman, S., & Dam, G. T. (2011). The concept of flow in collaborative game-based learning. Computers in Human Behavior27(3), 1185–1194. https://doi.org/10.1016/j.chb.2010.12.013

Bourgonjon, J., De Grove, F., De Smet, C., Van Looy, J., Soetaert, R., & Valcke, M. (2013). Acceptance of game-based learning by secondary school teachers. Computers & Education67, 21–35. https://doi.org/10.1016/j.compedu.2013.02.010

Faiella, F., & Ricciardi, M. (2015). Gamification and learning: a review of issues and research. Journal of E-Learning and Knowledge Society11(3).

Gibson, D. C., Knezek, G., Redmond, P., & Bradley, E. (2014). Handbook of games and simulations in teacher education. Association for the Advancement of Computing in Education (AACE).

Perrotta, C., Featherstone, G., Aston, H., & Houghton, E. (2013). Game-based learning: Latest evidence and future directions. Slough: NFER.

Pho, A., & Dinscore, A. (2015). Game-based learning. Tips and trends.

Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of Game-Based Learning. Educational Psychologist50(4), 258–283. https://doi.org/10.1080/00461520.2015.1122533

Prensky, M. (2003). Digital game-based learning. Computers in Entertainment1(1), 21–21. https://doi.org/10.1145/950566.950596

Qian, M., & Clark, K. R. (2016). Game-based Learning and 21st century skills: A review of recent research. Computers in Human Behavior63, 50–58. https://doi.org/10.1016/j.chb.2016.05.023

Sung, H.-Y., & Hwang, G.-J. (2013). A collaborative game-based learning approach to improving students’ learning performance in science courses. Computers & Education63, 43–51. https://doi.org/10.1016/j.compedu.2012.11.019

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