GBL Refs

References:

Admiraal, W., Huizenga, J., Akkerman, S., and ten Dam, G. (2011). Computers in Human Behaviour. Elsevier, 27, 1185-1194.

Aldrich, C. (2009). Virtual Worlds, Simulations and Games for Education: A Unifying View. Innovate 5(5).

Charles, T., Custard, D., and Black, M. (2011). Experiences of Promoting Student Engagement Through Game-Enhanced Learning. In M. Ma et al (Eds.), Serious Games and Edutatinment  Applications. London: Springer-Verlag London Limited.

Gee, J.P. (2005). Learning by Design: Good Video Games as Learning Machines. E-Learning, 2(1), 5-16.

Krathwohl, D. (2002). A Revision of Bloom's Taxonomy: An Overview. Theory into Practice, 31(4), 212-218.

Prensky, M. (2001). Digital Game-Based Learning. New York: McGraw Hill.

Randel, J.M.,  Morris, B.A., Wetzel, C.D., and Whitehill, B.V. (1992). The Effectiveness of Games for Educational Purposes: A Review of Recent Research. Simulation & Gaming, 23(3), 261-276.

Squire, K. (2003). Video Games in Education. International Journal of Intelligent Simulations and Gaming, 2 (1).

Whitton, N. (2007). Motivation and Computer Game Based Learning. Proceedings Ascilite Singapore 2007, 1063-1067.