1. Ahmad, P. (1989). Fun and games, but learning too. School Arts, 89(2), 24-26, 38-39.
2. Alonso-Fernández, C., Martínez-Ortiz, I., Caballero, R., Freire, M., & Fernández-Manjón, B. (2020). Predicting students’ knowledge after playing a serious game based on learning analytics data: A case study. Journal of Computer Assisted Learning, 36(3), 350-358. https://doi.org/10.1111/jcal.12405
3. Avci, H., Pedersen, S., & Thomas, A. (2020). Writing a formal analysis of art in a game-based learning environment. In Proceedings of EdMedia + Innovate Learning (pp. 669-671). Online, The Netherlands: Association for the Advancement of Computing in Education (AACE). https://www.learntechlib.org/primary/p/217367/
4. Avci, H., Pedersen, S. & Thomas, A. (2021). Facilitating art history and art appreciation classes through the design of an artwork database embedded in a jigsaw puzzle game. In E. Langran & L. Archambault (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 391-393). Online, United States: Association for the Advancement of Computing in Education (AACE). https://www.learntechlib.org/primary/ p/219160/
5. Avci, H., Sutedjo, A., Pedersen, S. J., & Thomas, A. (2023). The French impressionism through the lens of ARTé: Lumière – Reflections of art history instructors in higher education. In E. Langran, P. Christensen, & J. Sanson (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 516-520). New Orleans, LA, United States: Association for the Advancement of Computing in Education (AACE). https://www.learntechlib.org/primary/p/221904/