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Reference List


Abrams, S. S. (2012). Video gaming and interconnected meanings: Nuanced learning beyond the screen.

Bloom, B.S. (1956). Taxonomy of educational objectives. Vol. 1: Cognitive domain. New York: McKay.

Csíkszentmihály, M. (1990). Flow: The psychology of optimal experience. New York: Harper Perennial.

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011).  From game design elements to gamefulness: Defining "gamification".  In Proceedings of the   15th International Academic MindTrek Conference: Envisioning Future Media Environments (MindTrek '11). doi:10.1145/2181037.2181040

Dunn, J. (2012). Gamification in the classroom:  How (and why) one teacher did it.   Retrieved from
http://www.edudemic.com/gamification-in-the-classroom-how-and-why-one-teacher-did-it/

Fanelli, K. (2009). Algebra I, unit 1, graphing and linearity. Retrieved from Kate's Mathland
https://sites.google.com/a/katesmathland.com/www/system/app/pages/sitemap/hierarchy

Fanelli, K. (2011). Mathland. Retrieved from Mathland http://katesmathland.blogspot.com.au/

Flatla, D., Gutwin, C., Nacke, L., Bateman, S., Mandryk, R. (2011). Calibration games: Making calibration tasks enjoyable by adding motivating game elements UIST 2011. Retrieved from http://hci.usask.ca/uploads/214-UIST-2011.pdf/

Futurelab (2010). Game elements.  Retrieved from www.futurelab.org.uk/resources

Gee, J. P. (2007). Good video games and good learning. Retrieved from http://www.academiccolab.org/resources/documents/Good_Learning.pdf

Graham, A. (2012). Gamification:  Where’s the fun in that?  Retrieved from http://search.proquest.com/docview/1220997160?accountid=13380

Hixson, K. (2013). How to gamify your classroom. Retrieved from http://www.edudemic.com/how-to-gamify-your-classroom/

Hsin. Y.H.W. & Soman, D. (2014). The gamification of education.  Retrieved from http://haleconomicsinaction/gamification-guide

Huang, W.H.Y., & Soman, D. (2013). Gamification of education. Research report series behavioural economics in action, Rotman School of   Management, University of Toronto. Retrieved from http://inside.rotman.utoronto.ca/behaviouraleconomicsinaction/files/2013/09/GuideGamificationEducationDec2013.pdf

Iosup, A. &  Epema, D. (2014, March) An experience report on using gamification in technical higher education.  Paper presented at ACM technical symposium on Computer science education. Retrieved from http://www.pds.ewi.tudelft.nl/~iosup/gamification-higher-education14sigcse_sub.pdf

Ito, M., Gutierrez, K., Livingstone, S., Penuel, B., Rhodes, J., Salen, K., Watkins, S.C., (2013). Connected learning: An agenda for research and design. Retrieved from http://dmlhub.net/sites/default/files/Connected_Learning_report.pdf

Johnson, L., Adams Becker, S., Cummins, M., Estrada, V., Freeman, A., & Ludgate, H., New Media Consortium and EDUCAUSE (2013).  NMC Horizon Report: 2013 Higher Education Edition. Retrieved from the New Media Consortium website http://www.nmc.org/publications/2013-horizon-report-higher-ed

Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. Retrieved from http://www.eblib.com

Keengwe, J., & Onchwari, G. (2011). Fostering meaningful student learning through constructivist pedagogy and technology integration. International Journal of Information and Communication Technology Education (IJICTE), 7(4), 1-10.  doi: 10.4018/jicte.2011100101

Lee, J. J. & Hammer, J. (2011). Gamification in education: What, how, why bother? Retrieved from http://www.gamifyingeducation.org/files/Lee-Hammer-AEQ-2011.pdf

Lombana Bermudez, A. (2013). Gamification and learning environments: Designing for engagement and fun [Web log post]. Retrieved from http://mediacommons.futureofthebook.org/question/how-does-gamification-affect-learning/response/gamification-and-learning-environments-desig

Malone, T. W., & Lepper, M. R. (1987). Making learning fun: A taxonomy of intrinsic motivations for learning. Aptitude, learning and instruction, 3, 223-253.

Marks, J. (2013).  Gamification: Using game-like elements to redesign our classrooms. Retrieved from http://rethinked.org/?p=3369

Matthjosh23. (2002). File: Logo of Level Up! Games.jpg. Retrieved from http://upload.wikimedia.org/wikipedia/commons/6/67/Logo_of_Level_Up%21_Games.jpg: http://commons.wikimedia.org/wiki/File%3ALogo_of_Level_Up!_Games.jpg

Mekler, E. D., Brühlmann, F., Opwis, K., & Tuch, A. N. (2013). Disassembling gamification: The effects of points and meaning on user motivation and performance. In CHI'13 Extended Abstracts on Human Factors in Computing Systems (pp. 1137-1142). ACM.

Mishra & Koehler (2006). Technological pedagogical content knowledge: A framework for teacher knowledge. Teachers College Record, 108(6), 1017-1054.

Mullaney, A. (2013).. Quest to Learn: The model for gamifying education.  Retrieved from http://www.gamification.co/2013/08/08/quest-to-learn-the-model-for-gamifying-education/

Nicholson, S. (2012). A user-centered theoretical framework for meaningful gamification. Paper presented at Games, Learning & Society 8.0, Madison, WI. Retrieved from http://scottnicholson.com/pubs/meaningfulframework.pdf

Niess, M. L. (2012). Teacher knowledge for teaching with technology: A TPACK lens. In R. Ronau,

Paras, B. & Bizzocchi, J. (2005). Game, motivation and effective learning: An integrated model for educational game design. Retrieved from http://www.digra.org/digital-library/publications/game-motivation-and-effective-learning-an-integrated-model-for-educational-game-design/

Play, I.O. (2009). We are re-imagining institutions.  Retrieved from http://www.instituteofplay.org/work/projects/quest-schools/mission-lab/

Prensky, M. (2001). Digital Natives, Digital Immigrants. In M. Prensky, On the Horizon (Vol. 9). MCB University Press.

Ross, P. (2012). Gamification in the classroom: How (and why) one teacher did it.  Retrieved from http://www.edudemic.com/gamification-in-the-classroom-how-and-why-one-teacher-did-it/

Salen, K. (n.d.). New York city's Quest to Learn public school: Rethinking learning. Retrieved from http://youtube/kHtj6PCpyLQ

Social, M. (2012). Social media usage in Australia. Retrieved from http://www.socialmediology.com.au/social-media-usage-australia/

Stuart, I. (2005). The impact of immediate feedback on student performance: An exploratory study in Singapore. Retrieved from http://bryant2.bryant.edu/~gpae/vol1/03-011%20The%20Impact%20of%20Immediate%20Feedback%20on%20Student%20Performance.pdf

Tang, S., Hanneghan, M., & El Rhalibi, A. (2009). Introduction to games-based learning. In T. Connolly, M. Stansfield, & L. Boyle (Eds.) Games-Based Learning Advancements for Multi-Sensory Human Computer Interfaces: Techniques and Effective Practices (pp. 1-17). Hershey, PA. doi:10.4018/978-1-60566-360-9.ch001

Tobias, S., & Duffy, T. M. (Eds.). (2009). Constructivist instruction: Success or failure? New York: Routledge.

Wang, Q. (2009). Design and evaluation of a collaborative learning environment. Computers & Education, 53(4), 1138-1146.

Wells, G. (2002). Learning and teaching for understanding: The key role of collaborative knowledge building. Advances in Research on Teaching (9), 1-42.

Werbach, K., & Hunter, D. (2012).  For the win: How game thinking can revolutionize your business. Wharton Digital Press, Philadelphia.

Wiggins, G. & McTighe, J. (2005). Understanding by design.  Retrieved from http://www.eblib.com

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