Thursday, September 18, 2008

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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2 Comments:

At 10:31 PM , Blogger Sai said...

Thanks for a great list. I have recommeded this link to others in my "Constructing Fun" blog

Again, thanks for putting together.

Sai Gollapudi

 
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