Game-based learning resources


  • Bienkowski, M., Feng, M., & Means, B. (2012). Enhancing teaching and learning through educational data mining and learning analytics: An issue brief.US Department of Education, Office of Educational Technology, 1-57.
  • Divjak, B., & Tomić, D. (2011). The impact of Game-based learning on the achievement of learning goals and motivation for learning mathematics-literature review. Journal of Information and Organizational Sciences, 35(1), 15-30.
  • Eseryel, D., Law, V., Ifenthaler, D., Ge, X., & Miller, R. (2014). An Investigation of the Interrelationships between Motivation, Engagement, and Complex Problem Solving in Game-based Learning. Educational Technology & Society, 17(1), 42-53.
  • Ganovelli, F., & Corsini, M. (2009, December). ENVyMyCar: A multiplayer car racing game for teaching computer graphics. In Computer Graphics Forum (Vol. 28, No. 8, pp. 2025-2032). Blackwell Publishing Ltd.
  • 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. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment (CIE), 1(1), 20-20.
  • Green, C. S., & Seitz, A. R. (2015). The Impacts of Video Games on Cognition (and How the Government Can Guide the Industry). Policy Insights from the Behavioral and Brain Sciences, 2(1), 101-110.
  • Grotzer, T. A., Kamarainen, A. M., Tutwiler, M. S., Metcalf, S., & Dede, C. (2013). Learning to reason about ecosystems dynamics over time: The challenges of an event-based causal focus. BioScience, 63(4), 288-296.
  • Katz, B., Jaeggi, S., Buschkuehl, M., Stegman, A., & Shah, P. (2014). Differential effect of motivational features on training improvements in school-based cognitive training. Frontiers in human neuroscience, 8, 242.
  • Kiili, K. (2005). Content creation challenges and flow experience in educational games: The IT-Emperor case.The Internet and Higher Education,8(3), 183-198.
  • Mayer, I. S., Carton, L., de Jong, M., Leijten, M., & Dammers, E. (2004). Gaming the future of an urban network.Futures,36(3).
  • McLuhan M, & Fiore, Q. (1967).The Medium is the message. New York: Bantam Books.
  • Schlickum, M. K., Hedman, L., Enochsson, L., Kjellin, A., & Felländer-Tsai, L. (2009). Systematic video game training in surgical novices improves performance in virtual reality endoscopic surgical simulators: a prospective randomized study. World journal of surgery, 33(11), 2360-2367.
  • Shute, V. J., Ventura, M., & Ke, F. (2015). The power of play: The effects of Portal 2 and Lumosity on cognitive and noncognitive skills. Computers & Education, 80, 58-67.
  • Steinkuehler, C., & Duncan, S. (2008). Scientific habits of mind in virtual worlds. Journal of Science Education and Technology, 17, 530-543.