Game Development Reference
In-Depth Information
Andlinger, G. R. (1958). Business Games - Play One!
Harvard Business Review , 36 (11).
Baltra, A. (1990). Language learning through video
adventure games. Simulation & Gaming , 4 , 445-452.
Annetta, L. A., Minogue, J., Holmes, S. Y., & Cheng, M.
T. (2009). Investigating the impact of video games on high
school students' engagement and learning about genet-
ics. Computers & Education , 53 , 74-85. doi:10.1016/j.
Barab, S. A., & Kirshner, D. (2001). Methodologies for
capturing learner practices occurring as part of dynamic
learning environments. Journal of the Learning Sciences ,
10 (1-2), 5-16. doi:10.1207/S15327809JLS10-1-2_2
Arango, F., Aziz, E. S., Esche, S. K., & Chassapis, C.
(2008). A review of applications of computer games in
education and training. In Frontiers in Education Conf.
(pp. T4A.1-4A.6).
Barnes, T., Encarnação, L. M., & Shaw, C. D. (2009).
Serious Games. IEEE Computer Graphics and Applica-
tions , 29 (2), 18-19. doi:10.1109/MCG.2009.29
Barnett, M., Squire, K., Grant, J., & Higginbotham, T.
(2004). Electromagnetism supercharged!: Learning Phys-
ics with Digital Simulation Games. In Y. Kafai, W.A.
Sandoval, N. Enyedi, A.S. Nixon & F. Herrera (Eds.),
Proceedings of the 6 th International Conference on Learn-
ing Science (pp. 513-520). Mahwah, NJ: International
Society of the Learning Sciences.
Archambault, D., Ossmann, R., Gaudy, T., & Miesen-
berger, K. (2009). Computer Games and Visually Impaired
People. Retrieved from
Armstrong, C., Boden, D., Town, S., Woolley, M., Webber,
S., & Abell, A. (2005). CILIP defines information literacy
for the UK [Electronic version]. Library and Information
Update , 4 (1), 22-25.
Bartholow, B., Bushman, B., & Sestir, M. (2005). Chronic
violent video game exposure and desensitization to
violence: Behavioral and event-related brain potential
data. Journal of Experimental Social Psychology , 2 (4),
Arnseth, H. C. (2006). Learning to play or playing to
lean - a critical account of the models of communica-
tions informing educational researchers on computer
game play. The International Journal of Computer Game
Research , 6 (1).
Bates, A. (1995). Technology, open learning and distance
education . London: Routledge.
Azevedo, N. R., van der Kooij, R., & Neto, C. A. (1997).
Early childhood teachers opinions about play: An explor-
atory study. In International Council for Children's Play
(Ed.), Play and society (pp. 37-38). Lisbon: Faculty of
Human Kinetics.
Bates, A. (2000). Managing technological change: Strate-
gies for college and university leaders . San Francisco:
Bates, J., Loyall, A., & Reilly, W. (1992). Integrating
reactivity, goals and emotion in a broad agent. CiteSeerX .
Retrieved March 8, 2010, from
Baalsrud Hauge, J., Duin, H., & Thoben, K. D. (2006).
Increasing the resiliency of manufacturing networks
through gaming. In Proceedings of the international
workshop on multidisciplinary research on simulation
methods and educational games in industrial manage-
ment . Trondheim, Norway.
Bateson, L., & Feinberg, S. (2006). Game designs that
enhance motivation and learning for teenagers. Electronic
Journal for the Integration of Technology in Education, 5 .
Baye, M. R. (2006). Managerial economics and business
strategy (5th ed.). Boston: McGraw-Hill.
Balasubramanian, N., & Wilson, B. G. (2006). Games
and Simulations, In C. Crawford et al. (Eds.) ForeSITE
( pubs/foresite/) Proceedings of Soci-
ety for Information Technology and Teacher Education
International Conference 2006 (Vol. 1, p. 2). Chesapeake,
Becker, K. (2001). Teaching with games: the minesweeper
and asteroids experience. The Journal of Computing in
Small College , 17 (2), 23-33.
Search Nedrilad ::

Custom Search