1. Becker, K. (2012). The magic bullet: A tool for assessing and evaluating learning potential in games. In: P. Felicia (Ed), Developments in Current Game-Based Learning and Deployment. (pp. 273-284) IGI Global.
2. Bregni, S. (2017). The Italian digital classroom: Italian culture and literature through digital tools and social media., In NEMLA Italian Studies XXXIX Special Issue, 42-71.
3. Bregni, S. (2018, March). Assassin’s Creed taught me Italian: Video games and the quest for lifelong, ubiquitous learning. Retrieved November 5, 2019, from
4. https://profession.mla.org/assassins-creed-taught-me-italian-video-games-and-the-quest-for-lifelong-ubiquitous-learning/
5. Bryant, T. (2007). Games as an ideal learning environment. Transformations, 1(2), 1-8.