Game Development Reference
In-Depth Information
BECTa. (2003). How to choose and use appropriate
computer games in the classroom. Retrieved January 3,
2009 from /index
Bosch, K. A., & Cardinale, L. (1993). Preservice teacher”
perceptions of computer use during a field experience.
Journal of Computing in Teacher Education , 10 (1), 23-27.
Beedle, J. B., & Wright, V. H. (2007). Perspectives from
multiplayer vídeo Gamers. In Gibson, D., Aldrich, C.,
& Prensky, M. (Eds.), Games and simulations in online
learning: Research and Development Frameworks (pp.
150-174). Hershey: IGI Global.
Boyd, D., & Ellison, N. B. (2007). Social Network Sites:
Definition . History, and Scholarship.
Bransford, J. D., Brown, A. L., & Cocking, R. R. (2000).
How people learn: Brain, mind, experience, and school
committee on developments in the science of learning .
Washington, DC: National Academy Press.
Bergeron, B. (2006). Developing Serious Games . Mas-
sachusetts: Charles River Media, Inc.
Brezinka, V., & Hovestadt, L. (2007). Serious Games Can
Support Psychotherapy of Children and Adolescents. In
HCI and Usability for Medicine and Health Care (pp.
357-364). Heidelberg: Springer Berlin. doi:10.1007/978-
Bidarra, J., & Cardoso, V. (2007). The emergence of the
exciting new Web 3.0 and the future of open educational
resources . Paper presented at the EADTU 2007 Confer-
ence, Lisbon, November 8-9, 2007.
Black, P., McCormick, R., James, M., & Pedder, D. (2006).
Learning how to learn and assessment for learning: A
theoretical inquiry. Research Papers in Education , 21 (2),
119-132. doi:10.1080/02671520600615612
Brown, J. S., Collins, A., & Duguid, P. (1989). Situated
cognition and the culture of learning. Educational Re-
searcher , 18 , 32-42.
Brown, G. (2007). Chancellor of the Exchequer's Budget
Statement. Retrieved January 15, 2010, from http://www. /bud_budget07_speech.htm
Bloom, B. (1956). Taxonomy of educational objectives:
The classification of educational goals (1st ed.). New
York: David McKay.
Bruner, J. S. (1966). Toward a Theory of Instruction .
Cambridge, MA: Belkapp Press.
Bobek, S., & Perko, I. (2006). Intelligent Agent based
Business Intelligence. Current Developments in Tech-
nology-Assisted Education 2 .
Bunt, A., & Conati, C. (2003). Probabilistic Student
Modeling to Improve Exploratory Behavior. Journal of
User Modeling and User-Adapted Interaction , 13 (3),
269-309. doi:10.1023/A:1024733008280
Bohannon, J. (2008). Flunking Spore. Science Maga-
zine . Retrieved December 6, 2008 from http://www. /cgi/content/full/322 /5901/531b
Burgess, T. F. (1991). The Use of Computerized
Management and Business Simulation in the United
Kingdom. Simulation & Gaming , 22 , 174-195.
Boles, T. (n.d.). Supernova Discoveries by Tom Boles.
Retrieved January 15, 2010, from http://myweb.tiscali. tomboles/discoveries.htm
Bolton, W. (2009). Programmable Logic Controllers
(5th ed.). Newnes.
Burleson, W., & Picard, R. W. (2007). Evidence for Gender
Specific Approaches to the Development of Emotionally
Intelligent Learning Companions. IEEE Intelligent Sys-
tems , 22 (4), 62-69. doi:10.1109/MIS.2007.69
Bonk, C., & Dennen, V. (2005). Massive multiplayer online
gaming: A research framework for military training and
education advanced distributed learning initiative , Office
of the Under Secretary of Defense (Personnel & Readi-
ness), Readiness and Training, 4000 Defense Pentagon,
Washington, DC.
Calhoun, K. (2006). The changing nature of the catalog
and its integration with other discovery tools . Ithaca, NY:
Cornell University Library. Retrieved April 11, 2008,
from calhoun-report-final.pdf
Bos, B. (2003). Design Guide, W3C (2003). Retrieved
January 15, 2010, from Bos/
Search Nedrilad ::

Custom Search