Thursday, September 18, 2008

Bibliography- Academic Thesis

  • Akilli, G. K. (2004). A Proposal of instructional design/development model for game-like learning environments: The FID2GE model. Master Thesis. The Middle East Technical University.
  • Becker, K. (2008). The invention of good games: understanding learning design in commercial video games. PhD Thesis. University of Calgary, Alberta.
  • Cao, D. B. (2006). Empirical investigation of critical success factors in agile software development projects. PhD Thesis. Capella University, Minneapolis, US.
  • Ciavarro, C. (2006). The design, development and assessment of an educational sports-action video game: implicitly changing player behaviour. Master Thesis. Simon Fraser University.
  • Grinyer A. R. (2007). Investigating the adoption of agile software development methodologies in organizations. Master Thesis. The Open University, UK.
  • Kindeborg, D. & Linder, D. (2006). A mobile multiplayer RPG: Methods and limitations. Master’s Thesis. Ume°a University, Sweden.
  • Lee, G. (2003). The flexibility and complexity of IS development project: Conceptual frameworks, measures, and empirical tests. PhD Thesis. The University of Minnesota, US.
  • Liljedal, A. (2002). Design implications for context aware mobile games. Master Thesis. Uppsala University, Sweden.
  • Maksimovic, P. (2004). Multiplayer mobile gaming support in J2ME. Master Thesis. Florida Atlantic University, Florida.
  • Moser, R. B. (2000). A methodology for the design of educational computer adventure game. PhD Thesis. University of New South Wales.
  • Mukherjee, S. (2007). Fun element in product experiences-insights from young adults engagement with video games. PhD Thesis. University of California.
  • Nunes, D. N. J. (2001). Object modeling for user-centered development and user interface design: The wisdom approach. PhD Thesis. Universidade da Madeira, Portugal.
  • Nurminen, M. (2007). Mobile phone user interfaces in multiplayer games. University of Tampere, Finland.
  • Paras, B. S. (2003). Learning to play: the design of in-game training to enhance videogame experience. Master Thesis. Simon Fraser University, Canada.
  • Robison, A. J. (2006). Inventing fun: Video game design as a writing process. PhD Thesis. University of Wisconsin-Madison.
  • Saarnak, S. & Gustafsson, B. (2003). A comparison of lifecycles agile software processes vs. projects in non-Agile software companies. Master Thesis. Blekinge Institute of Technology, Sweden.
  • Strode, D. E. (2005). The agile method-an analytical comparison of five methods and investigation of their target environment. Master Thesis. Massey University, New Zealand.
  • Warden, J. (2005). Senses, perception, and video gaming: Design of a college for video game design and production. Master Thesis. University of Cincinnati. Ohio, US.
  • Watson, W. R. (2007). Formative research on an instructional design theory for educational video games. PhD Thesis. Indiana University.
  • Yeh, H. H. D. (2007). Trends and trajectories in the mobile gaming industry: Innovation, competition and end-user preferences. The University of Manchester, UK.

Bibliography- Internet/ Other Resources

Bibliography- White Papers & Technical Reports

Bibliography- Conference Proceedings

  • Abrahamsson, P., Hanhineva, A., Hulkkp, H., Ihme, T., Sililinoja, J., Korkala, M., Koskela, J., Kylltinen, P. and Salo, 0. (2004). Mobile-D: An Agile Approach for Mobile. Application Development. In Proceedings of the 19th Annual ACM Conference on Object-Oriented Programming, Systems, Languages, and Applications (OOPSLA’04). Vancouver.
  • Abrahamsson, P., Wasta, J., Siponen, M. T. & Ronkainen,. J. (2003). New direction on agile methods: a comparative analysis. In Proceedings of the 25th International Conference on Software (ICSE‘03). Portland, Oregon.
  • Alves, C. Ramalho, G. & Damasceno, A.(2007). Challenges in requirements engineering for mobile games development: The meantime case study. In Proceedings of the IEEE International Conference on Requirements Engineering 2007. Los Alamitos, California: IEEE Computer Society Press.
  • Attewell, J. & Savill-Smith, C. (Eds.).(2004). Learning with mobile devices: Research and development. A book of papers from MLEARN 2003. London: Learning and Skills Development Agency.
  • Attewell, J. & Savill-Smith, C. (Eds.).(2005). Mobile learning: Anytime everywhere. A book of papers from MLEARN 2004. London: Learning and Skills Development Agency.
  • Barrenho, F., Romao, T., Martins, T. & Correia, N. (2006). InAuthoring environment: interfaces for creating spatial stories and gaming activities. In Proceedings of the 2006 ACM SIGCHI International Conference on Advances in Computer Entertainment (ACE) Technology, Hollywood.
  • Becker, K. & Jacobsen, D. M. (2005). Games for learning: Are schools ready for what’s to come? In Proceedings of 2005 DiGRA Conference: Changing Views Worlds in Play, Vancouver.
  • Becker, K. (2005). How are games educational? Learning theories embodied in games. In Proceedings of the 2005 International DiGRA Conference: Changing Views Worlds in Play, Vancouver.
  • Bixler, B. (2006). Games and motivation: Implications for instructional design. In Proceedings of the 2006 NMC Summer Conference. (presentation)
  • Bixler, B. (2006). Motivation and its relationship to the design of educational games. In Proceedings of the 2006 NMC Summer Conference.
  • Calleja, G. (2007). Revising immersion: A conceptual model for the analysis of digital game involvement. In Proceedings of the 2007 DiGRA Conference: Situated Play, Japan.
  • Chao, C. C. (2006). An investigation of learning style differences and attitudes toward digital game-based learning among mobile users. In Proceedings of the 4th IEEE International Workshop on Wireless, Mobile and Ubiquitous Technology in Education (WMTE'06). (pp. 29-31). IEEE Computer Society.
  • Chen, Y. S., Kao, T. C., Yu, G. J., Sheu, J. P. (2004). A mobile butterfly-watching learning system. for supporting independent learning. In Proceedings of the 2nd International Workshop on Wireless and Mobile Technologies in Education. Taiwan. IEEE Computer Society.
  • Cisic, D. Tijan, E. Kurek, A. (2007). Mobile game based learning - Taxonomy and student experience. In Proceedings of the 29th International Conference Information Technology Interfaces (ITI 2007), Croatia.
  • Cobcroft, R., Towers, S., Smith, J. & Bruns, A. (2006). Mobile learning in review: Opportunities and challenges for learners, teachers, and institutions. In Proceedings of the Learning on the Move Conference, Brisbane, Australia.
  • Correia, N., Alves, L., Correia, H., Romero, L., Morgado, C., Soares, L., et al. (2005). InStory: a system for mobile information access, storytelling and gaming activities in physical spaces. In Proceedings of the 2005 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, Valencia, Spain.
  • de Castell, S., Jenson, J. & Taylor, N. (2007). Digital games for education: When meanings play. In Proceedings of the 2007 DiGRA Conference: Situated Play, Japan.
  • Frazer, A., Argles, D. & Wills, G. (2007). Assessing the usefulness of mini-games as educational resources. In Proceedings of the 14th International Conference of the Association for Learning Technology (ALT-C 2007): Beyond Control, 4-6 September 2007, Nottingham, UK.
  • Frazer, A., Argles, D. & Wills, G. (2007). Is less actually more? The usefulness of educational mini-games. In proceeding of the 7th IEEE International Conference on Advanced Learning Technologies, July 18-20, 2007, Niigata, Japan.
  • Frazer, A., Argles, D. & Wills, G. (2008). Demystifying the educational benefits of different gaming genres. In Proceedings of the 15th International Conference of the Association for Learning Technology (ALT-C 2008): Rethinking the digital divide, 9-11 September 2008, Leeds, UK.
  • Füller, J., Rieger, M. & Ihl, C. (2005). The GameCreator: Self-created mobile games on the internet. In Proceedings of 2005 DiGRA Conference: Changing Views Worlds in Play, Vancouver.
  • Hafizullah A. Hashim, Siti H.A. Hamid and Wan A. W. Rozali (2007). A survey on mobile games usage among the institute of higher learning (IHL) students in Malaysia. In Proceedings of the First IEEE International Symposium on Information Technologies and Applications in Education (pp. 40-44). Kunming, China.
  • Hanafizan, H., Zarina, C. E., Samsuri, H. (2003). Conceptualized Framework for Edutainment. In Proceedings of the InSite 2003 Conference.
    Ho, P. C., Huang, C. H., Chung, S. M. (2007). A computer adventure game applied in e-learning. In Proceedings of the 2007 International Conference on Intelligent Pervasive Computing (IPC 2007). (pp. 446-451).
  • Hoffmann, M. H. W. (2005). An engineering model of learning. In Proceedings of the 35th Annual Conference on Frontiers in Education (FIE '05).
  • Holmquist, L. E., Höök, K., Juhlin, O. & Persson, P. (2002). Challenges and opportunities for the design and evaluation of mobile applications. In Proceedings of the Mobile HCI'02 Workshop: Main Issues in Designing Interactive Mobile Services.
  • Hsu, S. H., Wu, P. H. Huang, Y. M.(2008). Dog detective - An experience of game-based ubiquitous learning in elementary school science experiment class. In Proceedings of the Fifth IEEE International Conference on Wireless, Mobile, and Ubiquitous Technology in Education (WMUTE 2008). pp. 231-233.
  • Järvinen, A. (2007). Introducing applied ludology: Hands-on methods for game studies. In Proceedings of the 2007 DiGRA Conference: Situated Play, Japan.
    Kearney, P. & Pivec, M. (2007). Immersed and how? That is the question. In Proceedings of Games in Action. Gothenburg, Sweden.
  • Kearney, P. & Pivec, M. (2007). Recursive loops of game-based learning: a conceptual model. In C. Montgomerie & J. Seale (Eds.). In Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2007 (pp. 2546-2553). Chesapeake, VA: AACE.
  • Kiili, K. & Ketamo, H. (2007). Exploring the learning mechanism in educational games. In Luzar-Stiffler V. & Hljuz Dobric, V. (Eds.). In Proceedings of the 29th International Conference on Information Technology Interfaces (ITI 2007), June 25-28, 2007, Croatia, pp. 357-362.
  • Klopfer, E. & Squire, K. (2002). Games-to-teach. An MIT Workshop at the International Conference of the Learning Sciences, Seattle, WA.
  • Koivisto, E. M. I., and Wenninger, C. (2005). Enhancing player experience in MMORPGs with mobile features. In Proceedings of 2005 DiGRA Conference: Changing Views Worlds in Play, Vancouver.
  • Lavín-Mera, P., Moreno-Ger, P., & Fernández-Manjón, B. (2008). Development of educational videogames in m-Learning contexts. In Proceedings of the 2nd IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning, Banff, Canada. IEEE Computer Society.
  • Lee, I. (2005). Mobile learning: Its challenges and opportunities for culturally heterogeneous society. Conference Initiatives 2005.
  • Lee, J., Luchini, K., Michael, B., Norris, C., & Soloway, E. (2004). More than just fun and games: assessing the value of educational video games in the classroom. In Proceedings of the CHI '04 Conference on Human Factors in Computing Systems, Vienna, Austria.
  • Liu, Y., Li, R. F., Xu, C. & Yu, F. (2007). Design and Application of Multimedia Mobile Learning Framework. International Conference on Machine Learning and Cybernetics, Hong Kong.
  • Magnussen, R. (2005). Learning games as a platform for simulated science practice. In Proceedings of 2005 DiGRA Conference: Changing Views Worlds in Play, Vancouver.
  • Magnussen, R., Misfeldt, M. & Buch, T. (2003). Participatory design and opposing interests in development of educational computer games. In Proceedings of Level Up Conference, Utrecht: University of Utrecht.
  • Mitchell, A., Inchingolo P., Vatta F., Gricar J., Cisic D., Petrovic O., Kittl C., Peyha H. J. (2006). Mobile game-based learning to promote decision-making skills-a pan-European project. In Proceedings of EURO mGOV 2006.
  • Mohamudally, N. (2006). A massive multiplayer game framework for mobile learning. In Proceedings of the 4th IEEE International Workshop on Wireless, Mobile and Ubiquitous Technology in Education (WMTE'06). (pp. 23-25). IEEE Computer Society.
  • Mohd Mursyiddin A. M. & Mariah, M. (2007). Understanding the social use of mobile videos in Malaysia. In Proceedings of International Conference on Media and Communication (MENTION2007). Universiti Kebangsaan Malaysia.
  • Moreno-Ger, P., Spaniol, M., López-Mañas, E., Drobek, N. & Fernández-Manjón, B. (2008). Making sense of collaboratively annotated Multimedia Metadata for (mobile) digital Story-Telling and Educational Gaming. In Proceedings of the First International Workshop on Story-Telling and Educational Games (STEG 2008), Maastricht, The Netherlands.
  • Moser, R. (1997). A fantasy adventure game as a learning environment: why learning to program is so difficult and what can be done about it. In Proceedings of the 2nd conference on Integrating technology into computer science education, p.114-116, Uppsala, Sweden
  • N. Said. (2004). An engaging multimedia design model. In Proceedings of the 2004 Conference in. Interaction Design and Children. College Park, Maryland.
  • Noor Azli, M.M., Nor Azan, M.Z. & Shamsul Bahri, C.W. (2008). Digital game-based learning for children. In Proceedings of the IEEE International Symposium on Information Technology 2008 (ITSim’08). Kuala Lumpur, Malaysia.
  • Nor Azan M.Z. & Wong S.Y. (2008). Game-based learning model for history courseware: a preliminary analysis. In Proceedings of the IEEE International Symposium on Information Technology 2008 (ITSim’08). Kuala Lumpur, Malaysia.
  • Norman, A. & Pearce, J. (Eds). (2007). Conference proceedings of mLearn Melbourne 2007: Making the connections. University of Melbourne, Australia.
  • Paras, B. & Bizzocchi, J. (2005). Game, motivation and effective learning: An integrated model for educational game design. In Proceedings of 2005 DiGRA Conference: Changing Views Worlds in Play, Vancouver.
  • Paras, B., & Bizzochi, J. (2005). Game, motivation, and effective learning: An integrated model for educational game design. In Proceedings of the Digital Games Research Association Conference (DiGRA 2005), Vancouver, BC.
  • Parsons, D. & Ryu, H. (2006). A framework for sssessing the quality of mobile learning. In R.Dawson, E. Georgiadou, P. Lincar, M.Ross & G. Staples (Eds.). Learning and Teaching Issues in Software Quality. In Proceedings of the 11th International Conference for Process Improvement, Research and Education (INSPIRE), Southampton Solent University, UK. 17-27.
  • Paul, L. J. (2005). Canadian content in video games. In Proceedings of 2005 DiGRA Conference: Changing Views Worlds in Play, Vancouver.
  • Pelletier, C. (2005). Studying games in school: a framework for media education. In Proceedings of 2005 DiGRA Conference: Changing Views Worlds in Play, Vancouver.
  • Piller, F., Ihl, C. & Fuller, J. (2004). Toolkits for open innovation: The case of mobile phone games. In Proceedings of the 37th Hawaii International Conference on System Sciences. Los Alamitos: IEEE Press.
  • Repenning, A. & Lewis, C. (2005). Playing a game: The ecology of eesigning, building and testing games as educational activities. In Proceedings of the World Conference on Educational Multimedia, Hypermedia and Telecommunications (ED-MEDIA 2005).
  • Roslina I. & Azizah J. (2008). Web based computer games as an educational tools- mapping the malaysian surrounding issues. In Proceedings of the IEEE International Symposium on Information Technology 2008 (ITSim’08). Kuala Lumpur, Malaysia.
  • Salazar, J. (2005). On the ontology of MMORPG beings: A theoretical model for research. In Proceedings of 2005 DiGRA Conference: Changing Views Worlds in Play, Vancouver.
  • Scheible J., Tuulos V., Ojala T. (2007). Story mashup: Design and evaluation of novel interactive storytelling game for mobile and web users. In Proceedings of the 6th International Conference on Mobile and Ubiquitous Multimedia (MUM’07): Oulu, Finland.
  • Schwabe, A. G. & Goth, C. (2005). Navigating and interacting indoors with a mobile learning game. In Proceedings of the 3rd IEEE International Workshop on Wireless, Mobile and Ubiquitous Technology in Education (WMTE'05). (pp. 192-199). IEEE Computer Society.
  • Shea, M. J. B. & Hentea, M. (2003). A perspective on wireless networks for education. In Proceedings of the International Conference on Information Technology: Research and Education (ITRE2003).
  • Siti Hafizah A. H. & Nurulhuda I. (2007). The design of MobiGP by using tamagotchi. In Proceedings of the First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning. IEEE Computer Society.
  • Siti Hafizah A. H.& Fung, L. Y. (2007). Learn programming by using mobile edutainment game approach. In Proceedings of the The First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning. pp. 170-172. IEEE Computer Society.
  • Smith, J., Mohan, R. & Li, C. (1999). Scalable multimedia delivery for pervasive computing. In Proceedings of ACM Multimedia 99. 131-140.
  • Stapleton, A. (2005). Research as Design-Design as Research. In Proceedings of 2005 DiGRA Conference: Changing Views Worlds in Play, Vancouver.
  • Tan, P.H., Ling, S.W., Ting, C.Y. (2007). Adaptive digital game-based learning framework. In Proceedings of the 2nd International Conference on Digital Interactive Media in Entertainment and Arts (DIMEA 2007), Perth, Western Australia.
  • Thornton, P. & Houser, C. (2004). Using mobile phone in education. In Proceedings of the 2nd International Workshop on Wireless and Mobile Technologies in Education. Taiwan.
  • Vassell, C., Amin, N. & Patel, D. (August 2006). Mobile learning: Using SMS to enhance education provision. In Proceedings of the 7th Annual Conference of the Higher Education Academy for Information and Computer Sciences, Dublin Ireland.
  • Wong, C.C. & Hiew, P.L. (2005). Factors influencing the adoption of mobile entertainment: empirical evidence from a Malaysian survey. In Proceedings of the International Conference on Mobile Business, (ICMB 2005).
  • Yerushalmy, M., & Ben-Zaken, O. (2004). Mobile Phones in Education: the Case for Mathematics. University of Haifa.
  • Zagal, J., Mateas, M., Fernandez-Vara, C., Hochhalter, B. & Lichti, N. (2005). Towards an Ontological Language for Game Analysis. In Proceedings of 2005 DiGRA Conference: Changing Views Worlds in Play, Vancouver.
  • Zarina, C. E., Kian, N. T. & Mai, N. (2008). Evaluation of multimedia-based delivery methods in the learning continuum - Kirkpatrick's level one. In Proceedings of the International Conference on Learning and Teaching (TIC 2008).

Bibliography- Books

  • Becker, K. (2006). Pedagogy in commercial video games. In D. Gibson, C. Aldrich & M. Prensky (Eds.), Games and simulations in online learning: Research and development frameworks: Idea Group Inc.
  • Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan.
  • Gustafson, K.L. & Branch, R. M. (2002). A Survey of Instructional Development Models. (4th ed). Syracuse Univ., Syracuse, NY: Clearinghouse on Information and Technology.
  • Hahn, H. (2002). Rigid Body Dynamics of Mechanisms. New York: Springer.
  • Novak, J. (2004). Game Development Essentials: An Introduction. Thomson Delmar Learning.
  • Prensky, M. (2001). Digital game-based learning. New York: McGraw-Hill.
  • Rieber, L. (2005). Multimedia learning in games, simulations, and microworlds. In R. E. Mayer (Ed.), The Cambridge Handbook of Multimedia Learning (pp. 549-567). New York: Cambridge University Press.
  • Rollings, A. & Morris, D. (2004). Game Architecture and Design. Berkeley: New Riders.
  • Rutter, J. & Bryce, J.(2006). Understanding digital games. London: Sage Publications Ltd.
  • Shaffer, D. W. (2007). In praise of epistemology. In B. E. Shelton & D. Wiley (Eds.). The design and use of simulation computer games in education (pp. 7-27). Rotterdam: Sense Publishers.
  • Vaishnavi, V. & Kuechler, W. (2007). Design science research methods and patterns: innovating information and communication technology. New York: Auerbach Publications.
  • Van-Eck, R. (2007). Six ideas in search of a discipline. In B. E. Shelton & D. Wiley (Eds.). The Design and Use of Computer Simulation Games in Education (pp.31-60). Rotterdam: Sense Publishers.

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Bibliography- Journals

  • Akilli, G. K. & Cagiltay, K. (2006). An instructional design/development model for the creation of game-like learning environments: The FIDGE model. In M. Pivec (Ed), Affective and Emotional Aspects of Human-Computer Interaction: Game-Based and Innovative Learning (pp. 93-112). IOS Press.
  • Alpert, F. (2007). Entertainment software: Suddenly huge, little understood. Asia Journal. of Marketing and Logistics. 19(1), 87-100.
  • Amit, P. (2008). E is for everyone: The case for inclusive game design. In K. Salen (Ed). The Ecology of Games: Connecting Youth, Games, and Learning. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. (pp. 67-86). Cambridge, MA: The MIT Press Journal.
  • Amory, A. & R. Seagram. (2003). Educational game models: conceptualization and evaluation. South African Journal of Higher Education, 17(2), 206-217.
    Amory, A. (2007). Game object model version II: a theoretical framework for educational game development. Journal of Educational Technology Research and Development, 55(1), 51-77.
  • Amory, A., Naicker, K., Vincent, J., & Adams, C. (Oct. 1999). The use of computer games as an educational tool: identification of appropriate game types and game elements. British Journal of Educational Technology, 30(4), 311-321
  • Anderson, S. & Balsamo, A. (2007). A pedagogy for original synners. In T. McPherson (Ed). Digital Youth, Innovation, and the Unexpected. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. (pp. 241–259). Cambridge, MA: The MIT Press Journal.
  • Ang, C. S. & Rao, R. K. (2008). Computer game theories for designing motivating educational software: A survey study. International Journal on E-Learning, (7) 2. 181-199. Chesapeake, VA: AACE.
  • Ang, C. S., Avni, E. & Zaphiris, P. (2008). Linking pedagogical theory of computer games to their usability. International Journal on E-Learning, 7(3), 533-558. Chesapeake, VA: AACE.
  • Becker, K. & Parker, J. R. (2007). Serious games + computer science = Serious CS. The Journal of Computing Science in Colleges, 23(2), 40-46.
  • Collella, V. (2000). Participatory simulations: building collaborative understanding through immersive dynamic modeling. Journal of the Learning Sciences, 9(4), 471-500.
  • de Freitas, S. & Oliver, M. (2006). How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? Computers and Education 46(3), pp. 249-264.
  • Dickey, M. D. (2005). Engaging by design: How engagement strategies in popular computer and video games can inform instructional design. Educational Technology Research and Development, 53(2), 67-83.
  • Djaouti, D., Alvarez, J., Jessel, J. P., Methel, G. & Molinier, P. (2008). A gameplay definition through videogame classification. International Journal of Computer Games Technology, 2008. Hindawi Publishing Corporation.
  • Dondlinger, M. J. (2007). Educational video game design: A review of the literature. Journal of Applied Educational. Technology, 4(1), 21–31.
  • Dormann, C., & Biddle, R. (2006). Humour in game-based learning. Learning, Media & Technology, 31(4), 411–424.
  • Dufresne, R. J., Gerace, W. J., Leornard, W. J., Mestre, J. P. & Wenk, L. (1996). Classtalk: a classroom communication system for active learning. Journal of Computing in Higher Education, 7, 3-47.
  • Edwards, R. & Coulton, P. (Oct. 2006). Providing the skills required for innovative mobile game development using industry/academic partnerships. Innovation in Teaching and Learning in Information and Computer Sciences (ITALICS), 5(3).
  • Egenfeldt-Nielsen, S. (2006). Overview of research on the educational use of video games. Digital Kompetanse, 1(3), 184-213.
  • Fatima, S., Wooldridge, M. & Jennings, N. R. (2005). A comparative study of game theoretic and evolutionary models for software agents. Artificial Intelligence Review, 23(2), 187-205.
  • Finneran, C., & Zhang, P. (2005). Flow in computer-mediated environments: Promises and Challenges. Communications of the AIS (CAIS), 15(4), 82-101.
  • Garris, R., Ahlers, R., & Driskell, J.E. (2002). Games, motivation, and learning: A research and practice model. Simulation & Gaming, 33(4), 441-467.
  • Gee, J. P. (2008). Learning and games. In K. Salen (Ed.). The Ecology of Games: Connecting Youth, Games, and Learning. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. (pp. 21-40). Cambridge, MA: The MIT Press Journal.
  • Goldman, S., Angela B., & Meghan M. (2008). Mixing the Digital, Social, and Cultural: Learning, Identity, and Agency in Youth Participation. In D. Buckingham (Ed.). Youth, Identity, and Digital Media. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. (pp. 185-206). Cambridge, MA: The MIT Press Journal.
  • Goodman, D., Bradley, N. L., Paras, B., Williamson, I. J., & Bizzochi, J. (2006). Video gaming promotes concussion knowledge acquisition in youth hockey players. Journal of Adolescence, 29(2006), 351–360.
  • Grimshaw, M., & Schott, G. (2008) A conceptual framework for the design and analysis of first-person shooter audio and its potential use for game engines. International Journal of Computer Games Technology, 2008. Hindawi Publishing Corporation.
  • Highsmith, J. (Ed.). (2001). The Great Methodologies Debate: Part 1. The Journal of Information Technology Management, 14(12).
  • Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model. Internet and Higher Education, 8, 13-24.
  • Kirkley, J., Kirkley, S. E., & Heneghan, J. (2007). Building bridges between serious game design and instructional design. In B. E. Shelton & D. Wiley (Eds.). The Design and Use of Simulation Computer Games in Education (pp. 61-83). Rotterdam: Sense Publishers.
  • Magerko, B. (June 2008). Adaptation in digital games. Computer, 41(6), 87-89.
  • Mizuko, I. (2008). Education vs. Entertainment: A Cultural History of Children’s Software. In K. Salen (Ed). The Ecology of Games: Connecting Youth, Games, and Learning. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. (pp. 89-116). Cambridge, MA: The MIT Press Journal.
  • Moreno-Ger, P. Burgos, D. Sierra, J. L., & Fernández-Manjón, B.(2008). Educational game design for online education. Computers in Human Behavior, 24, 2530–2540.
  • Moreno-Ger, P., Sierra, J. L., Martínez-Ortiz, I. & Fernández-Manjón, B. (2007). A documental approach to adventure game development. Science of Computer Programming, 67(1), 3-31.
  • Norbayah M. S., Norazah M. S. (2007). Mobile phone usage for m-learning: comparing heavy and light mobile phone users. Campus-Wide Information Systems, 24(5), 355-365.
  • Norshuhada, S. & Syamsul Bahrin, Z. (2008). Mobile Games Based Learning (mGBL) with Local Content and Appealing Characters. International Journal of Mobile Learning and Organization, Inderscience, USA. (In press)
  • Olla, P., Patel N, Atkinson, C. (2003). A case study of O2’s MADIC: A framework for creating mobile internet systems. Internet Research: Electronic networking Applications and Policy Journal, 13(4).
  • Parsons, D., Ryu, H. & Cranshaw, M. (2007). A design requirements framework for mobile learning environments. Journal of Computers, 2(4), 1-8.
  • Proctor, N., & Burton, J. (2003). Tate modern multimedia tour pilots 2002-2003. In J. Attewell, G. Da Bormida, M. Sharples & C. Savill-Smith (Eds.). M Learn 2003: Learning with mobile devices. (pp. 54-55). London: Learning and Skills Development Agency.
  • Rajala, R., Rossi, M., Tuunainen. V.K. & Vihinen, J. (2007) Revenue logics of mobile entertainment software – observations from companies producing mobile games. Journal of Theoretical and Applied Electronic Commerce Research, 2(2), 34-47.
  • Salen, K. (2008). Toward an Ecology of Gaming. In K. Salen (Ed). The Ecology of Games: Connecting Youth, Games, and Learning. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. (pp. 1–20). Cambridge, MA: The MIT Press Journal.
  • Salo, J., & Karjaluoto, H. (2007). Mobile games as an advertising medium: towards a new research agenda. Innovative Marketing, 3(1), 72-83.
  • Schwabe, A. G. & Goth, C. (2005). Mobile learning with a mobile game: Design and motivational effects. Journal of Computer Assisted Learning, 21, 204-216.
  • Squire, K. (2008). Open-Ended Video Games: A Model for Developing Learning for the Interactive Age. In K. Salen (Ed). The Ecology of Games: Connecting Youth, Games, and Learning. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. (pp. 167–198). Cambridge, MA: The MIT Press Journal.
  • Stald, G. (2008). Mobile identity: youth, identity, and mobile communication media. In D. Buckingham (Ed.). Youth, Identity, and Digital Media. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. (pp. 143-164). Cambridge, MA: The MIT Press Journal.
  • Van-Eck, R. (2006). Digital game-based learning: It's not just the digital natives who are restless. Educause Review, 41(2).

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Tuesday, January 15, 2008

Funology? This term is quite new to us and it comes from the word fun. We can define Funology

as a science of having fun.
Any activity which has enjoyment and fun, we can say such activity has its funology.

What is a game? A game is an activity usually for enjoyment. It has rule and player (person who plays the game-single or many). A game is played to achieve goal/objective by following the rule. There are many definition of game.
From Wikipedia-

A game is a structured or semi-structured , usually undertaken for enjoyment and sometimes also used as an educational tool.

Sunday, January 13, 2008

Welcome to my Funology Blog. All materials are published with my personal opinion. All comments are welcome.

TQ.