Game Development Reference
In-Depth Information
Linderoth, J. (2004). Datorshelandets mening.
Bortom iden om den interaktiva illusjonen. (The
meaning of computergaming. Boyond the idea
of the interactive illusion). Gothenburg Studies
in Educational Sciences, 211.
Okojie, M. C. P. O., Okojie-Boulder, T. C.,
& Boulder, J. (2008). Constructivist learning
framework and technological application. In
Tomei, L. A. (Ed.), Encyclopedia of Informa-
tion Technology Curriculum Integration ( Vol.
1 , pp. 150-156). Hershey, PA: IGI Global.
doi:10.4018/9781599048819.ch024
McFarlane, A., Sparrowhawk, A., & Heald, Y.
(2002). The role of games in education, A research
report to the DFES. Retrieved from http://www.
teem.org.uk
Okojie, M. C. P. O., Olinzock, A. A., Adams, J., &
Okojie-Boulder, T. C. (2008). Technology training
dilemma: A diagnostic approach. International
Journal of Instructional Media , 35 (3), 261-271.
Mitchell, A., & Saville-Smith, C. (2004). The
use of computer and video games for learning.
A review of the literature . London: The Learning
and Skills Development Agency.
Okojie, M. C. P. O., Olinzock, A. A., & Okojie-
Boulder, T. C. (2006). The pedagogy of technol-
ogy integration. Journal of Technology Studies ,
32 (2), 66-71.
Moreno-Ger, T. P., & Fernández-Manjón (2008).
Learning models for the integration of adaptive
educational games in virtual learning environ-
ments. In Proceedings of the 3 rd International
Conference on E-Learning and Games (Edutain-
ment 2008), Nanjing, China (LNCS 5093, pp.
463-474).
Oser, K. (2004). Moms are unsung players in
gaming world. [online]. Advertising Age , 75 (22),
56-57.
Papastergiou, M. (2005). Exploring virtual fetal
pig dissection as a lerning tool for female high
school computer science education: Impact on
educational effectivess and student motivation.
Computers & Education , 52 (1).
Nemitcheva, N. N. (1995). The psychologist and
games in the intensive foreign language game-
based course.
Neville, D., Shelton, B. E., & McInnis, B. (2009).
Literary and Historical 3D Digital Game-Based
Learning Design Guidelines. Retrieved Decem-
ber 4, 2010 from http://sag.sagepub.com/cgi/
rapidpdf/1046878108330312v1
Pitzer, R. L. (2007, January). Perception: A key
variable in family stress management Retrieved
from http://www.extension.umn.edu/distribution/
familydevelopment/DE2776.html
Prensky, M. (2001). Digital Games-based Learn-
ing . New York: McGraw-Hill.
Newman, J. (2004) Videogames . London: Rout-
lege. Retrieved from http://www.buzzle.com/
editorials/text2-27-2004-51038.asp
Prensky, M. (2005). Engage me or enrage me:
What today's learners demand. Educational Re-
view , 40 (5), 61-65.
Oblinger, D. (2004). The next generation of
educational engagement. Journal of Interactive
Media in Education , 8.
Provenzo, E.F., Jr. (1992, March). The Video
Generation. American School Board Journal
179 (3), 29-32. EJ 441 136.
Purushotma, R. (2005). Commentary: You're not
studying, you'er just … . Language Learning &
Technology , 9 (1), 80-96.
Search Nedrilad ::




Custom Search