Game Development Reference
In-Depth Information
Terrell, S., & Rendulic, P. (1996). Using computer-
managed instructional software to increase motivation
and achievement in elementary school children. Journal
of Research on Computing in Education , 26 (3), 403-414.
Turing, A. M. (1950). Computing Machinery and In-
telligence. Mind , LIX , 433-460. doi:10.1093/mind/
Turvey, K. (2006). Towards deeper learning through cre-
ativity within online communities in primary education.
Computers & Education , 46 , 309-321. doi:10.1016/j.
The Entertainment Software Association. (2010). Video
Games & Education . Retrieved April 2010 from http://
The MacArthur Foundation. (2006). Retrieved January
15, 2010, from /
Tuzun, H., Yilmaz-Soylu, M., Karakus, T., Inal, Y., &
Kizilkaya, G. (2009). The effect of computer games on
primary school students' achievement and motivation
in geography learning. Computers & Education , 52 (1),
68-77. doi:10.1016/j.compedu.2008.06.008
The Math and Physics of Billiards. (n.d.). Retrieved March
20, 2010 from Classes/
MATH198/ townsend/math.html
Underwood, J. (2009, November). The impact of
digital technology . Becta Publications. Retrieved April
2010 from
The Physics Classroom. (n.d.).Newton's Laws. Retrieved
March 20, 2010 from
University of Calgary. (2008). Benevolent Blue: An infor-
mation literacy FPS . Retrieved November 22, 2009, from ~cthomas/wilu08_handout.pdf
Thomas, D. I., & Vlacic, L. B. (2003). Selecting an En-
vironment for Cooperative Autonomous Robot Research.
In Hyungsuck Cho, J. K., & Lee, J. (Eds.), Intelligent
Robots: Vision, Learning and Interaction (pp. 187-198).
KAIST Press.
University of Florida. (n.d.). Bioactive . Retrieved No-
vember 22, 2009, from games/
Thomas, D. I., & Vlacic, L. B. (2009). Toward Societal
Acceptance of Artificial Beings. In Khosrow-Pour, M.
(Ed.), Encyclopedia of Information Science and Technol-
ogy (2nd ed., Vol. 8 ). IGI Global.
Uzun, L. (2009). An evaluative checklist for computer
games used for foreign language vocabulary learning and
practice: Vocaword sample. Novitas-ROYAL , 3 (1), 45-59.
Thomas, D. I., & Vlacic, L. B. (2005). TeamMATE:
Computer Game Environment for Collaboration and
Social Interaction. IEEE Workshop on Advanced Robotics
and its Social Impacts - ARSO'05 , (pp. 60-65). Nagoya.
Valenza, J. K. (2006, April). They might be gurus: Teen
information-seeking behaviour. E-Voya , 1-4. Retrieved
November 11, 2009, from VO/
YA2/VOYA 200604T9gTeamTech.pdf
Thomas, D. I., & Vlacic, L. B. (2008). Collaborative De-
cision Making Amongst Human and Artificial Beings. In
G. Phillips-Wren, N. Ichalkaranje, & L. Jain (Eds.), Intel-
ligent Decision-Making: An AI Based Approach , 97-133.
Valuing Our Life Support Systems. (2009) Retrieved
January 15, 2010, from http://www.naturalcapitalinitia- nci_summary_lo.pdf
van Eck, R. V. (2006). Digital Game-Based Learning: It's
not just the digital natives who are restless. EDUCAUSE
Review , 41 (2), 16-30.
Tiong, S., & Yong, S. (2008). Learning through com-
puter game design: Possible success (of failure) factors,
Retrieved on December 25, 2009 from
VanDeventer, S., & White, J. (2002). Expert behavior in
children's video game play. Simulation & Gaming , 33 (1),
28-48. doi:10.1177/1046878102033001002
Torrente, J., Moreno-Ger, P., Fernández-Manjón, B., &
del Blanco, Á. (2009, August). Game-like Simulations
for Online Adaptive Learning In Proceedings of the 4th
International Conference on E-Learning and Games
Edutainme, (pp. 162-173) Banff, Canada.
Search Nedrilad ::

Custom Search