Sie sind auf Seite 1von 24

Bibliography on Digital Game-based Learning

by Michael D. Kickmeier-Rust
(last updated July 2010)

Akilli, G. K. (2007). Games and Simulations: A new approach in Education? In Gibson, D., Aldrich,
C. and Prensky, M. (eds.), Games and Simulations in Online Learning: Research and Development
Frameworks (pp.1-20). Hershey PA: Information Science Publishing.
Aldrich, C. (2004). Simulations and the future of learning. San Francisco. CA. John Wiley and Sons.
Amory, A., Naicker, K., Vincent, J. and Adams, C. (1999). The use of computer games as an
educational tool:identification of appropriate game types and game elements. British Journal of
Educational Technology, 30(4): 311.
Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings, and behavior in
the laboratory of life. Journal of Personality and Social Psychology, 78, 772-790.
Arnab, S., Protopsaltis, A., Minoi J.L., Dunwell, I., de Freitas, S. (2010). Promoting cross-cultural
awareness through exposure in Game-based Learning, IEEE Learning Technology Newsletter, January
2010 Edition.
Barab, S., Thomas, M. Dodge, T., Carteaux, R. and Tuzun, H. (2005). Making learning fun: Quest
Atlantis, agame without guns. Educational Technology Research and Development, 53(1): 86-107.
Barab, S., Thomas, M., Dodge, T., Carteaux, R., & Tuzun, H.(2005). Making learning fun: Quest
Atlantis, a game without guns. Educational Technology Research and Development. 53(1), 86-107.
Becker, K.(2007). Digital game-based learning once removed: Teaching teachers. British Journal of
Educational Technology, 38 (3), 478-488.
Beetham, H. and Sharpe, R. (2006) Rethinking pedagogy in the digital age. London. Routledge.
Bell, L., Peters, T., & Pope, K. (2006). Enjoying Your First Life? Why Not Add a Second?
Bennett, S., Maton, K. & Kervin, L. (2008) The digital natives debate: A critical review of the
evidence, British Journal of Educational Technology.

Betz, J. A. (1995). Computer games: Increase learning in an interactive multidisciplinary environment.


Journal of Educational Technology Systems, 24(2), 195-205.
BinSubaih A., Maddock S., Romano, D.M.(2006). A serious game for traffic accident investigators.
The International Journal of Interactive Technology and Smart Education (ITSE), 3(4) Paper 6,
Special issue: Computer Game-based Learning.
BinSubaih A., Maddock S., Romano, D.M.(2008). A Practical Example of the Development of a
Serious Game for Police Training. In Richard E. Ferdig Ed., Handbook of Research on Effective
Electronic Gaming in Education. (to appear August 2008).
BinSubaih, A., Maddock, S., Romano, D. (2009). Serious Games for the Police: Opportunities and
Challenges. Special Reports & Studies Series at the Research & Studies Center (Dubai Police
Academy).
Bonk, C. J., & Dennen, V. P. (2005). Massive multiplayer online gaming: A research framework for
military education and training. (Technical Report # 2005-1). Washington, DC: U.S. Department of
Defense (DUSD/R): Advanced Distributed Learning (ADL) Initiative.
Bonk, C.J. and Dennen, V.P. (2005). Massive Multiplayer online gaming: a research framework for
miiltary training and education. Madison. Wisconsin. Advanced Distributed Learning. Last retrieved
online on 9th August 2006 at: http://www.strategicleader.us/ExperientalLearningPapers/
GameReport_Bonk_final.pdf.
Buckingham, D., & Scanlon, M. (2003).Education, Entertainment and Learning in the Home. Milton
Keynes: Open University Press.
Burmster, A., Burmester, F., & Reiners, T. (2008). Virtual Environment for Immersive Learning of
Container Logistics. In Proceedings of World onference on Educational Multimedia, Hypermedia and
telecommunications 2008, Vienna, Austria, pp. 933 935.
Carpenter, A., & Windsor, H. (2006). Ahead of the Game? Games in Education, Serious Games
Source, June 13, 2006.
Carr, D., Burn, A., Buckingham, D., Schott, G. (2006). Videogames: text, narrative, play, Cambridge.
Polity Press.

Carr, D., Burn, A., Buckingham, D., Sschott, G. (2006). Videogames: text, narrative, play, Cambridge.
Polity Press.
Coleman, J. (1971). Learning through games. In E. Avedon and B. Sutton-Smith (Eds). The study of
games. New York and London. John Wiley, pp. 322-329.
Conlan, O., Hampson, C., Peirce, N., & Kickmeier-Rust, M. D. (2008). Realtime Knowledge Space
Skill Assessment for Personalized Digital Educational Games. In Proceedings of the Ninth IEEE
International Conference on Advanced Learning Technologies (ICALT'09), July 14-18, 2009, Riga,
Latvia.
Connolly, T.M. (2008) "Using Alternate Reality Games To Support The Teaching Of Modern Foreign
Languages", 4th International Conference on Web Information Systems and Technologies (WEBIST),
4-7 May 2008, Funchal, Madeira, Portugal.
Connolly, T.M. and Hainey, T. (2007) "Applying Games-based Learning to Teach Software
Engineering Concepts", 3rd International Conference on Web Information Systems and Technologies
(WEBIST), 3-6 March 2007, Barcelona, Spain.
Connolly, T.M. and Healey, A. (2007) "Does Games-based Learning, based on a constructivist
pedagogy, enhance the learning experience and outcomes for the student compared to a traditional
didactic pedagogy"", 1st European Conference on Games-based Learning (ECGBL), 25-26 October
2007, Paisley, Scotland.
Connolly, T.M. and Stansfield, M.H. (2006) "Enhancing eLearning: Using Computer Games to Teach
Requirements Collection and Analysis", Second Symposium of the WG HCI & UE of the Austrian
Computer Society, 23 November 2006, Vienna, Austria.
Connolly, T.M. and Stansfield, M.H. (2006) "Using Games-based eLearning Technologies in
Overcoming Difficulties in Teaching Information Systems", Journal of IT Education, Volume 5, pp.
459-476.
Connolly, T.M. and Stansfield, M.H. (2007) "From eLearning to Games-based eLearning",
International Journal of Information Technology and Management, Volume 26, Numbers. 2/3/4, pp.
188-208.

Connolly, T.M. and Stansfield, M.H. (2007) "From eLearning to Online Games-based eLearning:
Implication and Challenges for Higher Education and Training" in Social Implications and Challenges
of E-Business (Ed: F. Li). Idea-Group Publishing: Hershey. ISBN: 1599041057, pp. 42-56.
Connolly, T.M. and Stansfield, M.H. (2008) "Games-based eLearning" in Encyclopedia of
Information Communication Technology (Ed: A. Cartelli and M. Palma), IGI Global, ISBN:
1599048450, ISBN (e-book): 978-1599048451, pp. 268-295.
Connolly, T.M., Boyle, E., and Hainey, T. (2006) "Can Computer Games Motivate Next Generation
Learners" A Survey of Students" Reasons for Playing Computer Games", 10th International
Conference of Motivation, 28-30 September 2006, University of Koblenz-Landau, Germany.
Connolly, T.M., Boyle, E., Stansfield, M.H. and Hainey, T. (2006) "Can Computer Games Help Next
Generation Learners" A Survey of Students" Reasons for Playing Computer Games", 13th
International Conference of the Association of Learning and Teaching ALT-C 2006: the next
generation, 5-7 September 2006, Edinburgh, Scotland.
Connolly, T.M., Boyle, E.A., Stansfield, M.H., and Hainey, T. (2006) "The Potential of Online Games
as a Collaborative Learning Environment" , Journal of Advanced Technology for Learning(accepted).
Connolly, T.M., Boyle, E.A., Stansfield, M.H., and Hainey, T. (2007) "A Survey of Students'
Computer Games Playing Habits", Journal of Advanced Technology for Learning, Issue 4.
Connolly, T.M., Stansfield, M., Boyle, E., and Hainey, T. (2007) "The Case for More Empirical
Evidence for Games-based Learning in Tertiary Education", Computer Assisted Learning Conference:
Development, Disruption and Debate (CAL) 2007, 26-28 March 2007, Trinity College Dublin,
Ireland.
Connolly, T.M., Stansfield, M.H and McLellan, E. (2005) "An Online Games-Based Collaborative
Learning Environment to Teach Database Analysis and Design.", 4th IASTED International
Conference on Web-Based Education, Grindelwald, Switzerland, February 2005.
Connolly, T.M., Stansfield, M.H and McLellan, E. (2005) "Developing a Collaborative Computer
Games-Based Learning Environment to Teach Database Analysis and Design.", (abstract)
International Conference on Computers and Learning, Bristol, UK, April 2005.

Connolly, T.M., Stansfield, M.H and McLellan, E. (2005) "Using an Online Games-Based Learning
Approach to Teach Database Design Concepts, Electronic Journal of e-Learning.
Connolly, T.M., Stansfield, M.H, McLellan, E., Ramsay J. and Sutherland J. (2004) "Applying
Computer Games Concepts to Teaching Database Analysis and Design.", International Conference on
Computer Games, AI, Design and Education, Reading, UK, November 2004.
Connolly, T.M., Stansfield, M.H. and Boyle, E. (Editors) (2009) "Games-based Learning
Advancement for Multisensory Human Computer Interfaces: Techniques and Effective Practices". IGI
Global Publishing: Hershey.
Connolly, T.M., Stansfield, M.H. and Hainey, T. (2007) "An Application of Games-based Learning
within Software Engineering", British Journal of Educational Technology, Volume 38, Number 3, pp.
416-428.
Connolly, T.M., Stansfield, M.H. and Hainey, T. (2009) "Towards the Development of a Games-based
Learning Evaluation Framework". Games-based Learning Advancement for Multisensory Human
Computer Interfaces: Techniques and Effective Practices (Eds: Connolly, T.M., Stansfield, M.H. and
Boyle, E.). Idea-Group Publishing: Hershey.
Connolly, T.M., Stansfield, M.H., Josephson, J., L?aro, N., Rubio, G., Rodriguez Ortiz, C., Tsvetkova,
N., Tsvetanova, S. (2008) "Using Alternate Reality Games To Support Language Learning", 7th
IASTED International Conference on Web-Based Education, 17 - 19 March 2008, Innsbruck, Austria.
Cruickshank, D. R. (1980). Classroom games and simulations. Theory into Practice, 19(1), 75-80.
Curtis, D., & Lawson, M. (2002). Computer adventure games as problem-solving environments.
International Education Journal, 3(4), 43-56.
de Castell, S., & Jenson, J. (2003). Serious play. Journal of Curriculum Studies, 35(6), 649-665.
de Freitas, S. & Griffiths, M. (2007). Online gaming as an educational tool in learning and training.
British Journal of Educational Technology, 38(3): 535-537.
de Freitas, S. & Griffiths, M. D. (2008). The convergence of gaming practices with other media forms:
what potential for learning? A review of the literature. Learning, Media Technology, 33(1).

de Freitas, S. & Griffiths, M. D. (2009) Massively multiplayer online role-play games to support
learning and training communities. In R. Ferdig (Ed.) Handbook of Research on effective electronic
gaming in education. Idea Group Publishing.
de Freitas, S. & Jarvis, S. (2007) Serious Games Engaging Training Solutions: A research and
development project for supporting training needs. British Journal of Educational Technology, 38(3):
523-525.
de Freitas, S. & Maharg, P. (Eds) (2010), Digital Games and Learning. London & New York.
Continuum Press.
de Freitas, S. (2005). Learning though play. The uses of games and simulations in post-16 education
and training. London. Learning and Skills Research Centre.
de Freitas, S. (2006). Games and education: A briefing paper. London. Presented at the JISC epedagogy experts group meeting on 27th June 2006. Available online at:
http://www.jisc.ac.uk/uploaded_documents/Summary_report.pdf.
de Freitas, S. (2006). Learning in Immersive Worlds. Bristol. Joint Information Systems Committee.
See: www.jisc.ac.uk_eli_outcomes.html.
de Freitas, S., (2004) Learning through play: The consultation findings Technical report: 0011.
London: Birkbeck.
de Freitas, S., Jarvis, S. (2006). A Framework for Developing Serious Games to Meet Learner Needs.
I/ITSEC Conference, Florida, US. December.
de Freitas, S., Jarvis, S. (2008). Towards a development approach for serious games. In T.M.
Connolly, M. Stansfield, & E. Boyle (Eds) Games-based learning advancements for multi-sensory
human-computer interfaces: Techniques and effective practices. IGI Global. Hershey, PA.
de Freitas, S., Rebolledo-Mendez, G., Liarokapis, F. Magoulas, G. Poulovassilis A. (2010). Learning
as immersive experiences: using the four dimensional framework for designing and evaluating
immersive learning experiences in a virtual world. British Journal of Educational Technology, 41(1):
69-85.

de Freitas, S., Rebolledo-Mendez, G., Liarokapis, F., Magoulas, G., Poulovassilis, A. (2009)
Developing an evaluation methodology for immersive learning experiences in a virtual world. In
Rebolledo-Mendez, G., Liarokapis, F., de Freitas, S. (Eds) Proceedings of 2009 Conference in Games
and Virtual Worlds for Serious Applications, IEEE pp 43-50.
de Freitas, S., Veletsianos, G., (2010). Editorial: Crossing boundaries: Learning and teaching in virtual
worlds. British Journal of Educational Technology, 41(1): 3-9.
Developing Library Services in Second Life, Serious Games Source, June 30, 2006.
Dickey, M.D. (2006). Game design narrative for learning: Appropriating adventure game design
narrative devices and techniques for the design of interactive learning environments. Educational
Technology Research and Development. 54(3). 245-263.
Dickey, M.D. (2006). Girl gamers: The controversy and relevance of female-oriented design for
instructional design. British Journal of Educational Technology. 37(5). 785793.
Dickey, M.D. (2007). Barriers and enablers in integrating cognitive apprenticeship methods in a Webbased educational technology course for P-12 teacher education. The Association for Learning
Technology Journal (ALTJ). 15(2). 119-130.
Dickey, M.D. (2007). Game Design and learning: A conjectural analysis of how Massively Multiple
Online Role-Playing Games (MMORPGs) Foster Intrinsic Motivation. Educational Technology
Research and Development.55(3). 253-273.
Dickey, M.D. (2008). Integrating cognitive apprenticeship methods in a Web-based educational
technology course for P-12 teacher education. Computers & Education.51(2). 506-518.
Drettakis, G., Roussou, M., Tsingos, N., Reche, A. (2007). Design and Evaluation of a Real-World
Virtual Environment for Architecture and Urban Planning. PRESENCE: Teleoperators and Virtual
Environments Journal 16(3), The MIT Press, pp. 318-332.
Dunwell, I., Jarvis, S., de Freitas, S. (2009) Serious Games Pedagogic Factors in Open and Closed
Immersive Virtual Environments. Serious Games Engaging Training Solutions Internal report.
Coventry. Coventry University & Welyn Garden City. Selex Systems.

Egenfeldt-Nielsen, S. (2003). Computerspils undervisningspotentiale - historie p en anden mde i


gymnasiet. Designvrkstedet.
Egenfeldt-Nielsen, S. (2003). Exploration in computer games - a new starting point. Digra - Level up
conference 2003 Electronic Proceedings.
Egenfeldt-Nielsen, S. (2003). Keep the Monkey rolling: Eye-hand Coordination in Super Monkey Ball
[.doc]. Digra - Level up conference 2003 Electronic Proceedings
Egenfeldt-Nielsen, S. (2003). Thoughts on learning in games and designing educational computer
games. Game Research.
Egenfeldt-Nielsen, S. (2004). A starting point for studying computer games: misconceptions
flourishing among students approaching computer game studies. Digra.
Egenfeldt-Nielsen, S. (2004). De voldelige computerspil - Hvor engle ej tr trde [.doc]. I: Spillets
verden. DPU Press.
Egenfeldt-Nielsen, S. (2004). The End Of The World As We Know It?. International Game Geveloper
Association. Ivory Tower Column.
Egenfeldt-Nielsen, S. (2004). Understanding the educational potential of commercial computer games
through activity and narratives. Game-Research.
Egenfeldt-Nielsen, S. (2005). Can Education and Psychology Join Forces. The Clash of Benign and
Malign Learning from Computer Games. Nordicom Review 2/2005.
Egenfeldt-Nielsen, S. (2005). Serise spil: Computerspil ej blot til lyst. EMU, Designvrkstedet.
Egenfeldt-Nielsen, S. (2006). Case study of Global Conflicts. Games@IULM Conference
Proceedings, Milan.
Egenfeldt-Nielsen, S. (2006). Overview of research on the educational use of video games. Digital
Kompetanse.
Egenfeldt-Nielsen, S. (2007). Third Generation Educational Use of Computer Games. Journal of
Educational Multimedia and Hypermedia. v16,3.

Egenfeldt-Nielsen, Simon (2007). Beyond Edutainment: The Educational Potential of Computer


Games. Continuum Press.
Facer, K, Ulicsak, M. and Sandford, R. (2007). Can computer games go to school? in Emerging
technologies 2007, BECTA, Retrieved May 12, 2007 from www.becta.org.uk
Ferdig, R. (2007). Learning and Teaching with Electronic Games. Journal of Multimedia and
Hypermedia (2007) 16(3), 217 223.
Fortugno, N. & Zimmerman, E. (2005). Learning to Play to Learn - Lessons in Educational Game
Design. Retrieved 8 July 2008, from: http://www.gamasutra.com/features/20050405/
zimmerman_01.shtml
Francis, R. (2006). Towards a pedagogy for game-based learning. Paper presented at JISC Online
conference:In novating with e-Learning 2006. 30th March. Available in Innovating e-Learning
Practice - The proceedings of the JISC
Gamble, T. (2009). 80Days: around an inspiring virtual learning world in eighty days. Inspiring
Computer Science (iCS), Department of Computer Science, University of Leicester.
Garris, R., Ahlers, R. and Driskell, J. (2002). Games, motivation and learning: a research and practice
model. Simulation and Gaming, 33: 441-467.
Gee, J. (2004). Learning by design: Games as learning machines. Paper presented at the Game
Developers Conference, San Jose, CA.
Gee, J. P. (1999). An introduction to Discourse analysis: theory and method. London and New York:
Routledge.
Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy. New York:
Palgrave Macmillan.
Gee. J. P. (2004). Situated language and learning: A critique of traditional schooling. London:
Routledge.

Gentile, D. A. (2005). The psychology behind video games as excellent teachers: A dimensional
approach. Paper presented at the 91W EMS/Departement of combat medical training education
conference, San antonio.
Gbel, S., de Carvalho Rodrigues, A., Mehm, F.,& Steinmetz, R. (2009). Narrative Game-based
Learning Objects for Story-based Digital Educational Games. Proceedings of the 1st International
Open Workshop on Intelligent Personalization and Adaptation in Digital Educational Games, 113-124.
October 14, 2009, Graz, Austria.
Gbel, S., Mehm, F., Radke, S.,& Steinmetz, R. (2009). 80Days: Adaptive Digital Storytelling for
Digital Educational Games. Proceedings of the 2nd International Workshop on Story-Telling and
Educational Games (STEG'09).
Green, C., & Bavelier, D. (2003). Action video game modifies visual attention. Nature, 423, 534-537.
Griffiths, M. (2002). The educational benefits of videogaming. Education and Health, 20(3): 47-51.
Griffiths, M. (2005). Video games and health. British Medical Journal, 331(7509), 122-123.
Griffiths, M. D. & de Freitas, S. (2007). Online gaming and synthetic worlds as a medium for
classroom learning. Education and Health, 25 (4):74-75.
Griffiths, M. D. & de Freitas, S. (In press) The emergence of convergence: gaming, cinema and
television. The Market for home Computing and Video Games.
Habgood, J. (2009). Wii dont do edutainment. In Proceedings of Game-based Learning 2009, March
19-20, 2009, London, UK.
Hapgood, J. (2006). Compulsory Game Development for Everyone: Gamasutra Education. Last
retrieved online on 24th October 2006 at: http://www.gamasutra.com/features/20060807/
habgood_01.shtml.
Holland, W., Jenkins, H. & Squire, K. (2003). Theory by design. In Perron, B., and Wolf, M. (Eds).
Video Game Theory. Routledge.
Huizinga, J. (1938). Homo ludens. Proeve eener bepaling van het spelelement der cultuur. [Homo
ludens: A study in the play-elements in culture] (tr. R.F.C. Hull, 1947). New York: Roy Publishers.

Jenkins, H. Squire, K. & Tan, P. (2004). You cant bring that game to school!: Designing
Supercharged! In B. Laurel (Ed.) Design Research. Cambridge, MIT Press.
Jenkins, H., Klopfer, E., Squire, K. & Tan, P. (2003). Entering the education arcade. Computers in
Entertainment 1(1).
Jones, S. (2003). Let the Games Begin: Gaming Technology and Entertainment Among College
Students. Pew Internet and American Life report. Last accessed 28th July 2006. URL:
http://www.pewinternet.org/pdfs/PIP_College_Gaming_Reporta.pdf.
Kafai, Y. B. & Fields, D. A. (2009). Cheating in Virtual Worlds: Transgressive Designs for Learning.
On the Horizon 17(1): 12-20.
Kafai, Y. B. (1995). Minds in play Computer game design as a context for childrens learning.
Mahwah, NJ: Lawrence Erlbaum.
Kafai, Y. B. (2006). Playing and making games for learning: Instructionist and constructionist
perspectives for game studies. Games and Culture 1(1): 34-40.
Kafai, Y. B., Franke, M., Ching, C., & Shih, J.(1998). Games as interactive learning environments
fostering teachers and students mathematical thinking. International Journal of Computers for
Mathematical Learning 3(2): 149193.
Kafai, Y. B., Heeter, C., Denner, J., & Sun, J. (Eds.) (2008). Beyond Barbie and Mortal Kombat: New
Perspectives on Gender and Gaming. Cambridge, MA: The MIT Press.
Kearney P., Pivec M., (2007) Sex, Lies and Videogames. BJET, Vol. 38, Issue 3, May 2007.
Kearney, P. (2005). Cognitive callisthenics: Do fps computer games enhance the player's cognitive
abilities? Paper presented at the DiGRA 2005 Changing Views: Worlds in Play International
Conference, Vancouver, Canada.
Kearney, P. R. (2006). Immersive environments: What can we learn from commercial computer
games. In M. Pivec (Ed.), Affective and emotional aspects of human-computer interaction: Emphasis
on game-based and innovative learning approaches. Amsterdam: IOS Press BV.

Kelly, H. (2005). Games, cookies, and the future of education. Issues in Science & Technology, 21(4),
33-40.
Kickmeier-Rust, M. D. (2009). Around an Inspiring Virtual Learning World in Eighty Days. IEEE
Learning Technology Newsletter, 11(1+2), 10-12.
Kickmeier-Rust, M. D. (2009). Interactive instruction. Public Service Review: Science & Technology,
4, 97.
Kickmeier-Rust, M. D. (2009). Talking digital educational games. In M. D. Kickmeier-Rust (Ed.),
Proceedings of the 1st international open workshop on intelligent personalization and adaptation in
digital educational games (pp. 55-66). October 14, 2009, Graz, Austria.
Kickmeier-Rust, M. D., & Albert, D. (2009). Emergence in digital educational games: A world of
incidents in a universe of rules. In M. Pivec (Ed.), Proceedings of the 3rd European Conference on
Games-based Learning (ECGBL), October 12-13, 2009, Graz, Austria.
Kickmeier-Rust, M. D., & Albert, D. (2009). Emergent design: Serendipity in digital educational
games. In R. Shumaker (Ed.), Virtual and Mixed Reality, Lecture Notes in Computer Science (pp 206215). Berlin: Springer.
Kickmeier-Rust, M. D., & Albert, D. (2010). Micro Adaptivity: Protecting Immersion in Didactically
Adaptive Digital Educational Games. Journal of Computer Assisted Learning, 26, 95-105.
Kickmeier-Rust, M. D., Gbel, S., & Albert, D. (2008). 80Days: Melding adaptive educational
technology and adaptive and interactive storytelling in digital educational games. In R. Klamma, N.
Sharda, B. Fernndez-Manjn, H. Kosch, & M. Spaniol (Eds.), Proceedings of the First International
Workshop on Story-Telling and Educational Games (STEG'08) - The power of narration and
imagination in technology enhanced learning, September 18-19, 2008, Maastricht, The Netherlands.
Kickmeier-Rust, M. D., Hockemeyer, C., Albert, D., & Augustin, T. (2008). Micro adaptive, noninvassive assessment in educational games. In M. Eisenberg, Kinshuk, M. Chang, & R. McGreal
(Eds.), Proceedings of the second IEEE International Conference on Digital Game and Intelligent Toy
Enhanced Learning (pp. 135-138), November 17-19, 2008, Banff, Canada.
Kickmeier-Rust, M. D., Marte, B., Linek, S. B., Lalonde, T., & Albert, D. (2008). Learning with
computer games: Micro level feedback and interventions. In M. E. Auer (Ed.), Proceedings of the

International Conference on Interactive Computer Aided Learning (ICL), September 24-27, 2008,
Villach, Austria. Kassel: Kassel University Press.
Kickmeier-Rust, M. D., Marte, B., Linek, S. B., Lalonde, T., & Albert, D. (2008). The effects of
individualized feedback in digital educational games. In T. Conolly & M. Stansfield (Eds.),
Proceedings of the 2nd European Conference on Games Based Learning (pp. 227-236), October 1617, 2008, Barcelona, Spain. Reading, UK: Academic Publishing Limited.
Kickmeier-Rust, M. D., Steiner, C. M., & Albert, D. (2009). Non-invasive assessment and adaptive
interventions in learning games. In Proceedings of the International Conference on Intelligent
Networking and Collaborative Systems (INCoS), November 4-6, 2009, Barcelona, Spain.
Kickmeier-Rust, M. D.; Mattheiss, E.; Steiner, C. M., & Albert, D. (in press). Digital game-based
learning: New horizons of educational technology. In M. Schiefner & M. Ebner (Eds.), Looking
Toward the Future of Technology Enhanced Education: Ubiquitous Learning and the Digital Native.
Hershey, PA: IGI Global.
Kickmeier-Rust, M.D., Mattheiss, E., & Albert, D. (2009). An Educational guide to planet earth:
Adaptation and personalization in immersive educational games. In Proceedings of the Workshop on
Story-Telling and Educational Games (STEG09), ICWL 2009.
Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model. The Internet
and higher education, 8(1): 13-24.
Killi, K. (2005). Digital game-based learning: Towards an experiential gaming model. The Internet
and higher education.
Kirriemuir, J. (2002). The relevance of gaming and gaming consoles to the Higher and Further
Education learning experience, JISC Techwatch commissioned report, April 2002
Kirriemuir, J. (2002). Video gaming, education and digital learning technologies: relevance and
opportunities, lib magazine, February 2002.
Kirriemuir, J., & McFarlane, A. (2004) Literature review in games and learning. Futurelab report.
Bristol.

Kirriemuir, J., & McFarlane, A. (2004). Futurelab Series, Report 8: Literature Review in Games and
Learning. Britsol, U.K.: Futurelab.
Kirriemuir, J., & McFarlane, A. (2004). Report 8: Literataure review in games and learning. Futurelab
Series.
Klopfer, E. (2008). Augmented Learning; Research and Design of Mobile Educational Games.
Massachusetts: The MIT Press.
Knight, J., Carly, S., Tregunna, B., Jarvis, S., Smithies, R., de Freitas, S., Mackway-Jones, K. &
Dunwell, I. (in press). Serious gaming technology in major incident triage training: A pragmatic
controlled trial. Resuscitation Journal.
Knight, J., Carly, S., Tregunna, B., Jarvis, S., Smithies, R., de Freitas, S., Mackway-Jones, K. &
Dunwell, I. (in press). Serious gaming technology in major incident triage training: A pragmatic
controlled trial. Resuscitation Journal.
Kovalik, L.M., & Kovalik, D. (2008) A lesson learned through gaming. Simulation & Gaming. An
Interdisciplinary Journal of Theory, Practice and Research. 29(1), 118-125.
Kynigos, C., Smyrnaiou, Z. & Roussou, M. (2010). Exploring the generation of meanings in
mathematics and science with collaborative full-body games. In Proceedings of the 9th International
Conference on Interaction Design and Children - IDC 2010, Short papers, June 912, 2010, Barcelona,
Spain, pp. 222-225.
Law, E. L.-C., & Kickmeier-Rust, M. D. (2008). 80Days: Immersive digital educational games with
adaptive storytelling. In R. Klamma, N. Sharda, B. Fernndez-Manjn, H. Kosch, & M. Spaniol
(Eds.), Proceedings of the First International Workshop on Story-Telling and Educational Games
(STEG'08) - The power of narration and imagination in technology enhanced learning, September 1819, 2008, Maastricht, The Netherlands.
Law, E. L.-C., Gamble, T., & Schwarz, D. (2009). Gender and cultural differences in perceiving game
characters of digital educational games. In Proceedings of INTERACT 2009 (pp. 24-29), August 2428, 2009, Uppsala, Sweden.
Law, E. L.-C., Gamble, T., Schwarz, D., Kickmeier-Rust, M. D., & Holzinger, A. (2009). A mixedmethod approach on digital educational games for K12: Gender, attitudes and performance. In A.

Holzinger (Ed.), HCI and Usability for Education and Work. Proceedings of the 4th Symposium of the
Workgroup Human-Computer Interaction and Usability Engineering of the Austrian Computer
Society, USAB 2008. Lecture Notes in Computer Science, LNCS 5298 (pp. 1930). Berlin: Springer.
Law, E. L.-C., Kickmeier-Rust, M., Albert, D., & Holzinger, A. (2008). Challenges in the
development and evaluation of immersive digital educational games. In A. Holzinger (Ed.), HCI and
Usability for Education and Work. Lecture Notes in Computer Science 5289. Berlin: Springer.
Leemkuil, H. De Jong, T. and Ootes, S. (2000). Review of educational use of games and simulations.
EU-Project Number IST-1999-13078. KITS Consortium. Last retrieved online on 31st July 2006 at:
http://kits.edte.utwente.nl/documents/D1.pdf.
Liarokapis, F., de Freitas, S. (2009). A Case Study of Augmented Reality Serious Games, Looking
Towards the Future of Technology Enhanced Education: Ubiquitous Learning and the Digital Native,
Ebner, M., Schiefner, M. (eds).
Liarokapis, F., de Freitas, S. (2009). A Case Study of Augmented Reality Serious Games, Looking
Towards the Future of Technology Enhanced Education: Ubiquitous Learning and the Digital Native,
Ebner, M., Schiefner, M. (eds).
Liarokapis, F., Macan, L., Malone, G., Rebolledo-Mendez, G., de Freitas, S. (2009). A Pervasive
Augmented Reality Serious Game, Proc. of the 1st IEEE International Conference in Games and
Virtual Worlds for Serious Applications, IEEE Computer Society, Coventry, UK, 23-24 March, 148155.
Lynch M., & Tunstall, R. (2006). When Worlds Collide - Creative Partnerships in Higher Education.
In: ISAGA 2006 Reality and Game & Game and Reality. Proceedings of the 37th annual Conference
of the International Simulation and Gaming Association (ISAGA); 2006 July 3-7; St Petersburg,
Russia: 333-334.
Magnussen, R. (2007). Teacher roles in learning games - When games become situated in schools.
Digital Games Research Association 2007 Conference: Situated Play, Tokyo, 610 615.
Malone, T. (1983). Guidelines for designing educational computer programs.Childhood Education, 59,
241- 247.

Mattheiss, E., Kickmeier-Rust, M., Steiner, C., & Albert, D. (2009). Motivation in game-based
learning: Its more than flow. In Proceedings of 3. Workshop Game-based Learning , DeLFI 2009.
Mayer, I. & Bekebreda, G. (2006). Serious games and simlulation based elearning for infrastructure
management. In M. Pivec (Ed.), Affective and atentional aspects of human-computer interaction:
Emphasis on gamebased and innovative learning approaches. Amsterdam: IOS Press BV.
McKenzie, J. (2007). Digital Nativism Digital Delusions and Digital Deprivation. The Education
Technology Journal, 17(2).
Michael, D., & Chen, S. (2006). Serious games: games that educate, train and inform. Boston, MA.
Thomson Course Technology.
Mitchell, A. and Savill-Smith C. (2005). The use of computer and video games for learning. A review
of the literature. London. Learning and Skills Development Agency.
Mitchell, A., & Savill-Smith, C. (2004). The use of computer and video games for learning: A review
of the literature. London: Learning and Skills Development Agency.
Mitgutsch, K. (2007). Digital play-based learning; A philosophical-pedagogical perspective on
learning anew. Paper presented at the Games in Action Conference, Gothenburg, Sweden.
Oblinger, D. (2004). The Next Generation of Educational Engagement, Journal of Interactive Media in
Education, 8.
Oblinger, D. (2006). Games and learning. Educause Quarterly Magazine, 29(3), 5-7.
Oleggini, L., Nova, S. & Hurni, L.. (2009). Rendering Geographic Datasets with 3D Game Engine Dealing with Compatibility Issues. In M. D. Kickmeier-Rust (Ed.), Proceedings of the 1st international
open workshop on intelligent personalization and adaptation in digital educational games (pp. 27-33).
October 14, 2009, Graz, Austria.
Oleggini, L., Nova, S., Hurni, L. (2009). 3D Gaming and Cartography - Design Considerations for
game-based generation of Virtual Terrain Environments. Proceedings of the 24th International
Cartography Conference, Santiago, Chile, 15.-21.11.2009.

Orvieto, I; Kickmeier-Rust, M. D. (2010). Hey Mom, I'm playing geography. Paper submitted to the
Focus K3D conference on semantic 3D media and content. February 11-12, 2010, Sofia Antipolis,
France.
Pannese, L., & Carlesi, M. (2007). Games and learning come together to maximise effectiveness: The
challenge of bridging the gap. British Journal of Educational Technology, 38 (3), 438-454.
Pappa, D., Dunwell, I., Protopsaltis, A., Pannese, Hetzner, S., de Freitas, S. and Rebolledo-Mendez, G.
(2010). Game-based learning for knowledge sharing and transfer: the e-VITA approach for
intergenerational learning. In Felicia, Patrick (Ed), Handbook of Research on Improving Learning and
Motivation through Educational Games: Multidisciplinary Approaches, Hershey: IGI Global.
Paul N. & Hansen K. A.(2006). Disaster at Harperville: the modding of Neverwinter Nights to teach
journalism students the strategic steps in information gathering. In Proceedings of ED-MEDIA06 (pp.
19541959), Orlando, FL.
Pearson, E., & Bailey, C. (2008) The Potential Of New Generation Games Consoles To Support
Disabled Students In Education. In Proceedings of World Conference on Educational Multimedia,
Hypermedia and telecommunications 2008, Vienna, Austria, pp. 6199 6205.
Peirce N., Conlan O., Wade V. (2008). Adaptive Educational Games: Providing Non-invasive
Personalised Learning Experiences. In: Digital Games and Intelligent Toys Based Education, 2008
Second IEEE International Conference on (2008), pp. 28-35.
Petridis, P., Dunwell, I., de Freitas, S. and Panzoli, D. An Engine Selection Framework for High
Fidelity Serious Games. The 2nd International Conference on Games and Virtual Worlds forSerious-Applications (VSgames10). 25-26 March 2010. Braga, Portugal.
Pivec M (Ed.), (2006) Affective and emotional aspects of human-computer interaction; Game-Based
and Innovative Learning Approaches. Vol.1: The Future of Learning (IOS Press, 2006).
Pivec M, (2005) Play and Learn: Potentials of Game-Based Learning; Volume 5, Number 1, June
2005, Malaysian Journal of Educational Technology.
Pivec M., (2007) Play and Learn: Potentials of Game-based Learning. Guest Editorial, BJET, Vol. 38,
Issue 3, May 2007.

Pivec M., Moretti M. (Eds.), (2008) Game-based Learning: Discover the pleasure of Learning. Pabst
Vrlg.
Pivec M., Panko M. (2008) Instructional design sex driven?. Chapter in Chen I., Kidd T. (Eds.):
Social Information Technology: Connecting Society and Cultural Issues (Idea Group Publishing,
2008).
Pivec M., Pivec P. (2009) IMAGINE report on Game-Based Learning projects within the European
community and good practice case studies spread across all levels of education. July 2009,
http://www.imaginegames.eu/eng/Reports
Pivec M., Pivec P.(2009) Chapter 7: What do we know from research about the use of games in
education?, http://games.eun.org/upload/gis-full_report_en.pdf
Pivec M., Trummer Ch., Pripfl J. (2006) Eye-Tracking Adaptable e-Learning and Content Authoring
Support. Informatica (An Int. Journal of Computing and Informatics) 30 (2006) p. 83 86.
Pivec, M., & Kearney, P. (2007). Games for Learning and Learning from Games. Informatica 31
(2007) pp 419-423.
Pivec, M., Baumann, K.,(2004): The Role of Adaptation and Personalisation in Classroom-Based
Learning and in e-Learning. Special Issue of J.UCS Human Issues in Implementing eLearning
Technology , January 2004
Pivec, M., Dziabenko, O. (2004): Game-based learning framework for collaborative learning and
student e-teamwork. e-mentor 2/2004.
Pivec, M., Dziabenko, O. ,(2004): Game- Based Learning in Universities and Lifelong Learning:
UniGame: Social Skills and Knowledge Training game concept. Special Issue of J.UCS Human
Issues in Implementing eLearning Technology, January 2004.
Pivec, M., Koubek, A., Dondi, C. (Eds.) (2004). Guidelines for game-based learning. Rockledge:
Dustri.
Pivec, P. & Pivec, M. (2009) Collaborative Online Roleplay for Adult Learners. Chapter in
Zemliansky P. (Ed.): Design and Implementation of Educational Games: Theoretical and Practical
Perspectives.

Pivec, P. & Pivec, M. (2009) Immersed and how? That is the question. In Human IT Journal for
Information Technology Studies as a Human Science. . 10(1):80-104.
Prensky, M. (2001). Digital game-based learning. New York: McGraw-Hill.
Prensky, M. (2001). Digital Natives, Digital Immigrants. On the Horizon, 9:5, Sept-Oct 2001.
Prensky, M. (2001). Do They REALLY Think Differently? On the Horizon, 9:6, Nov-Dec 2001.
Prensky, M. (2002). Not Only The Lonely: implications of "social" online activities for higher
education On the Horizon, Vol 10, No 4.
Prensky, M. (2002). Open Collaboration On the Horizon, Vol 10, No 3.
Prensky, M. (2006). Dont bother me mom, Im learning. St. Paul, MN. Paragon House.
Rabasca, L. (2000). The Internet and computer games reinforce the gender gap. Monitor on
Psychology, 31(9).
Rebolledo-Mendez, G., Avramides, K., de Freitas, S. & Memarzia, K. (2009). Societal impact of a
Serious Game on raising public awareness: the case of FloodSim, in Proceedings of the 2009 ACM
SIGGRAPH Symposium on Video Games. New Orleans, Louisiana, pp. 15-22.
Rebolledo-Mendez, G., Burden, D. & de Freitas, S. (2008). A Model of Motivation for Virtual-Worlds
Avatars. In H. Prendinger, J. Lester, and M. Ishizuka (Eds.): IVA 2008, LNAI 5208, pp. 535536.
Berlin, Heidelberg: Springer-Verlag.
Reese, D. (2007). First Steps and Beyond: Serious Games as Preparation for Future Learning. Journal
of Educational Multimedia and Hypermedia (2007) 16(3), 283-300.
Rice, J. (2007). New Media Resistance: Barriers to Implementation of Computer Video Games in the
Classroom. Journal of Multimedia and Hypermedia, 16(3), 249 - 261.
Rosser, J. C., Lynch, P. J., Cuddihy, L., Gentile, D. A., Klonsky, J., & Merrell, R. (2007). The impact
of video games on training surgeons in the 21st century. Archives of Surgery, 142(2), 181-186.

Roussou, ?., & Vlachou, E. (2008). The challenge of creating digital game-based learning
environments for museums. In Proceedings of the International Toy Research Association's (ITRA's)
World Congress 2008 "TOYS AND CULTURE", Nafplion, Greece.
Roussou, M. (2002). Narrative as an instrument for the construction of cultural and educational Virtual
Reality experiences. Imeros Journal for Culture and Technology (2), pp. 13-28 [in Greek].
Roussou, M. (2004). Learning by Doing and Learning through Play: An Exploration of Interactivity in
Virtual Environments for Children. ACM Journal of Computers in Entertainment, Volume 1, Issue 2:
Educating Children Through Entertainment, ACM Press, New York, NY, USA.
Roussou, M. (2009). A VR Playground for Learning Abstract Mathematics Concepts. IEEE Computer
Graphics and Applications, 29(1), 82-85.
Roussou, M., Johnson, A., Moher, T., Leigh, J., Vasilakis, C., & Barnes, C. (1999). Learning and
building together in an immersive virtual world. Presence, 8(3), 247-263.
Roussou, M., Oliver, M., & Slater, M. (2006). The Virtual Playground: an Educational Virtual Reality
Environment for Evaluating Interactivity and Conceptual Learning. Journal of Virtual Reality 10(3-4),
Springer, pp. 227-240.
Roussou, M., Oliver, M., & Slater, M. (2007) Exploring Activity Theory as a Tool for Evaluating
Interactivity and Learning in Virtual Environments for Children. Journal of Cognition, Technology &
Work, Springer, ISSN: 1435-5558 (Print) 1435-5566 (Online).
Ruben, B. D. (1999). Simulations, games, and experience-based learning: The quest for a new
paradigm for teaching and learning. Simulation & Gaming, 30, 498-505.
Sandford, R. (2006). Teaching with Games. Paper presented at JISC Online conference: Innovating
with e-Learning 2006. 30th March. Available in Innovating e-Learning Practice - The proceedings of
the JISC Online Conference: Innovating e-Learning 2006. Cheltenham. Direct Learn Services Ltd.
Last retrieved online at: www.jisc.ac.uk/elp_conference06.html
Sandford, R. and Williamson, B. (2004). Racing Academy: Learning Research Report. Bristol: Nesta
Futurelab.

Sandford, R., Ulicsak, M., Facer, K., & Rudd, T. (2006) Teaching with Games: Using commercial
offthe-shelf computer games in formal education. Bristol. Futurelab.
Shaffer, D. W. (2006). How video games help children learn. New York: Palgrave Macmillan.
Shaffer, D. W., & Squire, K. D. (2006). The Pasteurization of education. In Education and
Technology: Issues in Policy, Administration and Application. London: Elsevier.
Shaffer, D. W., Squire, K.D., Halverson, R., & Gee, J.P. (2005). Video games and the future of
learning. Phi Delta Kappan, 87(2), 105-111.
Sharpe, R., Beetham, H. & de Freitas, S. (Eds) (2010), Rethinking learning in the Digital Age, London
& New York: Routledge.
Siemens, J. (2007). Digital natives and immigrants: A concept beyond its best before date. Retrieved
from http://connectivism.ca/blog/2007/10/digital_natives_and_immigrants.html
Simkins, D. & Steinkuehler, C. (2008). Critical ethical reasoning & role play. Games &
Culture, 3, (333-355).
Sims, B. (2001). The effect of an educational computer game on motivation to learn basic musical
skills: a qualitative study, in: Proceedings of the Fifth International Technological Directions in Music
Learning Conference.
Singer, E. (2006). Brain Trainer: How to conquer cognitive decline, one game at a time. Technology
Review (March/April).
Sorensen, B. & Meyer, B. (2007). Serious Games in language and learning a theoretical perspective.
Digital Games Research Association 2007 Conference: Situated Play, Tokyo, 559 566.
Sprague, D. (2004). Technology and Teacher Education: Are we talking to ourseles. Contemporary
Issues in Technology and Teacher Education, 3 (4), 353-361.
Squire, K. & Jenkins, H. (2004). Harnessing the power of games in education. Insight (3)1, 5-33.
Squire, K. (2003). Video games in education. International Journal of Intelligent Simulations and
Gaming (2) 1.

Squire, K. (2007). Games, learning, and society: Building a field. Educational Technology, 4(5), 5154.
Squire, K. (2008). Open-ended video games: A model for developing learning for the interactive age.
In K. Salen (Ed.) The John D. and Catherine T. MacArthur Foundation series on digital media and
learning. (167-198) Cambridge, MA: The MIT Press.
Squire, K. (in press). Video Games and education: Designing learning systems for an interactive age.
To appear in Educational Technology.
Squire, K., & Durga, S. (in press). Productive gaming: The case for historiographic game play. To
appear in R. Ferdig (Ed.) The handbook of educational gaming. Hershey, PA: Information Science
Reference.
Squire, K., & Klopfer, E. (2007). Augmented reality simulations on handheld computers. Journal of
the Learning Sciences, 16(3), 371 - 413.
Squire, K.D. (2002). Rethinking the role of games in education. Game Studies, 2(1). Last retrieved
August 31 2005 from http://gamestudies.org/0201/Squire/.
Squire, K.D. (2005). Changing the game: What happens when videogames enter the classroom?.
Innovate 1(6).
Squire, K.D. (2005). Resuscitating research in educational technology: Using game-based learning
research as a lens for looking at design-based research. Educational Technology 45(1), 8-14.
Squire, K.D. (2005). Toward a theory of games literacy. Telemedium 52 (1-2), 9-15.
Squire, K.D. (2006). From content to context: Video games as designed experiences. Educational
Researcher, 35(8), 19-29.
Squire, K.D. Giovanetto, L., DeVane, B. & Durga, S. (2005). From users to designers: Building a selforganizing game-based learning environment. Technology Trends 49(5), 34-42.
Squire, K.D., DeVane, B. & Durga, S. (in press). Designing centers of expertise for academic learning
through video games. To appear in Theory Into Practice.

Squire, K.D., Jan, M., Matthews, J., Wagler, M., Martin, J., Devane, B. & Holden, C. (2007).
Wherever you go, there you are: The design of local games for learning. In B. Sheldon & D. Wiley
(Eds). The design and use of simulation computer games in education, (265-296). Rotterdam,
Netherlands: Sense Publishing.
Steiner, C. M., Kickmeier, M. D., & Albert, D. (2009). Little big difference: Gender aspects and
gender-based adaptation in educational games. Paper acccepted for presentation at the 4th
International Conference on E-Learning and Games (EDUTAINMENT 2009), August 9-11, Banff,
Canada.
Steiner, C. M., Kickmeier-Rust, M. D., Mattheiss, E., & Albert, D. (2009). Undercover: Non-invasive,
adaptive interventions in educational games. In M. D. Kickmeier-Rust (Ed.), Proceedings of the 1st
international open workshop on intelligent personalization and adaptation in digital educational games
(pp. 55-66). October 14, 2009, Graz, Austria.
Steinkuehler, C. & Duncan, S. (in press). Informal scientific reasoning in online virtual
worlds. Journal of Science Education & Technology.
Steinkuehler, C. & Johnson, B. Z. (2009). Computational literacy in online games: The social life of a
mod. The International Journal of Gaming and Computer Mediated Simulations, 1 (1), (53-65) .
Steinkuehler, C. & Williams, D. (2006) . Where everybody knows your (screen) name: Online games
as third places. Journal of Computer-Mediated Communication, 11(4), article 1.
Steinkuehler, C. (2004). Learning in massively multiplayer online games. Y. B. Kafai, W. A.
Sandoval, N. Enyedy, A. S. Nixon, & F. Herrera (Eds.). Proceedings of the Sixth International
Conference of the Learning Sciences, (521528). Mahwah, NJ: Erlbaum.
Steinkuehler, C. (2006) . The mangle of play. Games & Culture, 1(3), 1-14.
Steinkuehler, C. (2006) . Virtual worlds, learning, & the new pop cosmopolitanism. Teachers College
Record. , 12843.
Steinkuehler, C. (2006). Massively multiplayer online videogaming as participation in a
Discourse. Mind, Culture & Activity, 13 (1), 38-52.

Steinkuehler, C. (2006). Why game (culture) studies now?. Games and Culture, 1(1), 1-6 .
Steinkuehler, C. (2007). Massively multiplayer online gaming as a constellation of literacy
practices. eLearning, 4(3), (297-318) .
Steinkuehler, C. (2008). Cognition and literacy in massively multiplayer online games. In D. Leu, J.
Coiro, C. Lankshear, & K. Knobel (Eds.). Handbook of Research on New Literacies, (pp. 611634). Mahwah NJ: Erlbaum.
Steinkuehler, C. (2008). Massively multiplayer online games as an educational technology: An outline
for research. Educational Technology, 48(1), (10-21 ) .
Stone, R.S. (2006) Serious Games Some Illustrative Examples. Defence Management Journal. April,
2006.
Sweetser, P., & Wyeth, P. (2005). Gameflow: A model for evaluating player enjoyment in games.
Computers in Entertainment, 3(3).
Tabula Digita, (2006). Gaming technology speaks students language: Makes learning math as easy as
6 + [4W] 6 = 24. Retrieved from http://www.dimensionm.com/how/CaseStudy_OcoeeMS.pdf
Van Eck, R. (2006). Digital game-based learning: It's not just the digital natives who are restless.
Educause Review, 41, 16-30.
Wainess, R. (2007). The potential of games & simulations for learning and assessment, 2007 CRESST
Conference: The Future of Test-based Educational Accountability. Los Angeles, CA.
Yatim, M. (2008) Usability and Fun Evaluation of a Game Authoring Tool In Proceedings of World
Conference on Educational Multimedia, Hypermedia and telecommunications 2008, Vienna, Austria,
pp. 1504 1511.
Zagal, J.P., Rick, J. & Hsi, I. (2006). Collaborative games: Lessons learned from board games.
Simulation & Gaming. An Interdisciplinary Journal of Theory, Practice and Research. 37 (1), 24-40.

Das könnte Ihnen auch gefallen