1. Arman, M. S. (2018). Student-centered approach to teaching: it takes two to tango. The Ahfad Journal, 35(2), 64–71.
2. Brathwaite, B., & Schreiber, I. (2009). Challenges for game designers. Course Technology.
3. Burke, B. (2014). Gartner redefines gamification. https://blogs.gartner.com/brian_burke/2014/04/04/gartner-redefines-gamification/
4. Caillois, R. (2001). Man, Play, and Games (M. Barash, Trans.). University of Illinois Press
5. Callaghan, N. (2016). Investigating the role of Minecraft in educational learning environments. Educational Media International, 53(4), 244–260. https://doi.org/10.1080/09523987.2016.1254877