Revisiting the Historical Roots of Game-Based Learning
Author:
Publisher
Springer Science and Business Media LLC
Subject
Computer Science Applications,Education
Link
https://link.springer.com/content/pdf/10.1007/s11528-021-00603-x.pdf
Reference23 articles.
1. Anastasiadis, T., Lampropoulos, G., & Siakas, K. (2018). Digital game-based learning and serious games in education. International Journal of Advances in Scientific Research and Engineering, 4(12), 139–144.
2. 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 genetics. Computers and Education, 53(1), 74–85.
3. Corti, K. (2006). Games-based learning: A serious business application. PIXELearning Limited.
4. Egenfeldt-Nielsen, S. (2011). What makes a good learning game? Going beyond edutainment. eLearn Magazine. https://elearnmag.acm.org/archive.cfm?aid=1943210
5. Fowler, A., & Cusack, B. (2011). Kodu game lab: Improving the motivation for learning programming concepts [paper presentation]. 6th international conference on foundations of digital games, Bordeaux, France. https://dl.acm.org/doi/10.1145/2159365.2159398
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