M. Ulicsak, K. Facer, and R. Sandford
[1] J.P. Gee, What video games have to teach us about learningand literacy (New York & London: Palgrave Macmillan, 2003). [2] A. McFarlane, A. Sparrowhawk, & Y. Heald, Report onthe educational use of games: an exploration by TEEM of thecontribution which games can make to the education process,2002, http://www.teemorg.uk/publications/teem_gamesined_full.pdf [3] M.D. Dickey, Girl gamers: the controversy of girl games andthe relevance of female-oriented game design for instructionaldesign, British Journal of Educational Technology, 37 (5), 2006,785–793. doi:10.1111/j.1467-8535.2006.00561.x [4] J. Kirriemuir & A. McFarlane, Computer games and learning:futurelab literature review, 2003, http://www.futurelab.org.uk/resources/documents/lit_reviews/Games_Review.pdf [5] H. Ellis, S. Heppell, J. Kirriemuir, A. Krotoski, & A.McFarlane, Unlimited learning: the role of computer andvideo games in the learning landscape, 2006, http://www.elspa.com/assets/files/u/unlimitedlearningtheroleofcomputer-andvideogamesint_344.pdf [6] R. Sandford, M. Ulicsak, K. Facer, & T. Rudd, Teaching withgames: using commercial off-the-shelf computer games in for-mal education, 2006, http://www.futurelab.org.uk/download/pdfs/research/TWG_report.pdf [7] R. Sandford & B. Williamson, Games and learning,2005, http://www.futurelab.org.uk/resources/documents/handbooks/games_and_learning2.pdf
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