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Here are some additional relevant articles not part of the syllabus:

  1. Wang, Alf Inge, and Rabail Tahir. "The effect of using Kahoot! for learning–A literature review." Computers & Education 149 (2020): 103818.
  2. Wang, Alf Inge. "The wear out effect of a game-based student response system." Computers & Education 82 (2015): 217-227.
  3. Kasapakis, Vlasios, and Damianos Gavalas. "Pervasive gaming: Status, trends and design principles." Journal of Network and Computer Applications 55 (2015): 213-236.
  4. Sinclair, Jeff, Philip Hingston, and Martin Masek. "Considerations for the design of exergames." In Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia, pp. 289-295. 2007.
  5. Oh, Yoonsin, and Stephen Yang. "Defining exergames & exergaming." Proceedings of Meaningful Play (2010): 1-17.
  6. Wang, Hao, and Chuen-Tsai Sun. "Game reward systems: Gaming experiences and social meanings." In DiGRA conference, vol. 114. 2011.
  7. Teensma, D. W. I. "Social motivations to use gamification: An empirical study of gamifying in relation to generational differences." PhD diss., Open Universiteit Nederland, 2016.
  8. Achterbosch, Leigh, Robyn Pierce, and Gregory Simmons. "Massively multiplayer online role-playing games: the past, present, and future." Computers in Entertainment (CIE) 5, no. 4 (2008): 1-33.

    Blow, Jonathan. "Game development: Harder than you think." Queue 1, no. 10 (2004): 28-37.

    Zyda, Michael. "From visual simulation to virtual reality to games." Computer 38, no. 9 (2005): 25-32.




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