References
[2]. Coley, R., Cradler, J. & Engel, P. (1997). Computers
and classrooms: The status of technology in U.S. schools.
Princeton, NJ: Educational Testing Service, Policy
Information Center, 37.
[4]. Dickey, M. D. (2006). "Ninja Looting" for instructional
design: The design challenges of creating a gamebased
learning environment. Paper presented at the ACM
SIGGRAPH 2006 conference, Boston.
[7]. Kafai, Y. B., & Ching, C. C. (2001). Affordances of
collaborative software design planning for elementary
students' science talk. The Journal of the Learning
Sciences, 10(3), 323-363.[go to CARET review]
[8]. Klassen, K. J., & Willoughby, K. A. (2003). In-class
simulation games: Assessing student learning. Journal of
Information Technology Education,2.
[9]. Mayer, R. E. (2001). Multimedia learning. New York:
Cambridge University Press.
[10]. Prayaga, L., Rasmussen, K., (2008), Ontology of
Serious Games, i-manager’s Journal of Educational
Technology, Special issue on Educational Games for
Engaged Learning, Vol.5. No. 2, pp 10 - 22.
[11]. Perkins, D . N ., (1981). The mind' s best work,
Cambridge, MA : Harvard University .
[15]. Sleeman, D., H., Special Section on The Challenges
of Teaching Computer Programming. Commun. ACM
29(9): 840-841 (1986).
[18]. Waraich, A. (2004). Using narrative as a motivating
device to teach binary arithmetic and logic gates. Paper
presented at the 9th Annual SIGCSE Conference on
Innovation and Technology in Computer Science
Education, Leeds, United Kingdom.
[19]. Zagal, J. P., Nussbaum, M., & Rosas, R. (2000). A
model to support the design of multiplayer games.
Presence,9(5), 448-462.