Game Development Reference
In-Depth Information
Karagiannidis, C., Efraimidou, S., Koumpis, A., & Moli-
nari, F. (2007). A Collaborative Community Environment
to Support Experiential Improvement of Processes and
Practices in Special Education . Paper presented at 4th
WSEAS / IASME International Conference on Engineer-
ing Education (EE'07), Agios Nikolaos, Crete Island,
Greece, July 24-26, 2007
Kebritchi, M., & Hirumi, A. (2008). Examining the
pedagogical foundations of modern educational com-
puter games. Computers & Education , 51 , 1729-1743.
Keller, J. M. (2006). What is motivational design?
Unpublished manuscript, Florida State University, Tal-
lahassee, Florida.
Karagiannidis, C., Efraimidou, S., Koumpis, A., & Moli-
nari, F. (2008). Employing the Living Labs methodology
to support experiential improvement of processes and
practices in special education . Paper presented at 6th
International Conference on Networked Learning 2008,
5 - 6 May 2008, Halkidiki, Greece
Kelman, H. C. (2006). Interests, relationships, identi-
ties: Three central issues for individuals and groups
in negotiating their social environment. Annual Re-
view of Psychology , 57 , 1-26. doi:10.1146/annurev.
Kemeny, J. M., & Kreutzer, W. B. (1992). An Archetype
Based Management Flight Simulator. In Proceedings
International System Dynamics Conference .
Karagiorigi, Y., & Symeou, L. (2005). Translating con-
structivism into instructional design: Limitations. Journal
of Educational Technology & Society , 8 (1), 17-27.
Kezunovic, M., Abur, A., Garng Huang Bose, A., &
Tomsovic, K. (2004). The role of digital modeling and
simulation in power engineering education. IEEE Trans-
actions on Power Systems , 19 (1), 64-72. doi:10.1109/
Karakus, T., Inal, Y., & Cagiltay, K. (2008). A descrip-
tive study of Turkish high school students' game-playing
characteristics and their considerations concerning the
effects of games. Computers in Human Behavior , 24 ,
2520-2529. doi:10.1016/j.chb.2008.03.011
Khan, Z. (1998). Attitudes towards intelligent service
robots (Technical Report IPLab-154, TRITA-NA-P9821).
Royal Institute of Technology, Stockholm.
Karr, C. R., Reece, D., & Franceschini, R. (1997).
Synthetic Soldiers. IEEE Spectrum , 34 (3), 39-45.
Kibbee, J. M., Craft, C. J., & Nanus, B. (1961). Manage-
ment Games . New York: Reinhold Publishing Company.
Kasparov. G. (n.d.). The Chess Master and the Computer,
New York Review of topics, Retrieved January 15, 2010,
from articles/23592
Kirkpatrick, D. (1996). Evaluating training programs: The
four levels . San Francisco: Berrett- Koehler Publishers.
Kaya, N., Epps, H. H., & Hall, D. (2004). Relationship
between color and emotion: a study of college students.
College Student Journal , 396-405.
Kirriemuir, J. (2008). Teaching information literacy
through digital games. In Godwin, P., & Parker, J. (Eds.),
Information literacy meets library 2.0 (pp. 153-164).
London: Facet Publishing.
Ke, F. (2008). A case study of computer gaming for math:
Engaged learning from game play? Computers & Educa-
tion , 51 , 1609-1620. doi:10.1016/j.compedu.2008.03.003
Kirriemuir, J., & McFarlane, A. (2004). Literature review
in games and learning . Bristol: Futurelab. Retrieved
December 7, 2009, from
Ke, F. (2008). Computer games application within alterna-
tive classroom goal structures: Cognitive, metacognitive,
and affective evaluation. Educational Technology Re-
search and Development , 56 (5/6), 539-556. doi:10.1007/
Klawe, M. M. (1998). When does the use of computer
games and other interactive multimedia software help
students learn mathematics? In Proceedings of the 6 th
annual Conference of the Internet Society, INET 1996
Montre, Quebec .
Kearney, P., & Pivec, M. (2007 ). Recursive loops of game
based learning. In Proceedings of World Conference on
Educational Multimedia, Hypermedia and telecommuni-
cations 2007 (pp. 2546-2553). Vancouver BC, Canada.
Search Nedrilad ::

Custom Search