IMGD 4600 - C Term 2013
T. Baranowski, J. Baranowski, D. Thompson, R. Buday, R. Jago,
M. Griffith, N. Islam, N. Nguyen and K. Watson. Video Game Play,
Child Diet, and Physical Activity Behavior Change: A Randomized
Clinical Trial, American Journal of Preventive Medicine, 40:1,
January 2011, pp. 33-38.
Career Innovation, Case Study: US Army, 2007. (http://careerinnovation.com)
K. Charitono. Promoting Positive Attitudes in Children Towards Museums and Art: A Case Study of the Use of Tate Kids in Primary Arts Education. In J. Trant and D. Bearman (eds), Museums and the Web 2010: Proceedings. Toronto: Archives & Museum Informatics, 2010.
T. Connolly, M. Stansfield and T. Hainey. An Alternate Reality Game for Language Learning: ARGuing for Multilingual Motivation. Computers & Education 57, 2011, pp. 1389-1415.
B. Cowley, J. Moutinho, C. Bateman and A. Oliveira. Learning Principles and Interaction Design for 'Green My Place': A Massively Multiplayer Serious Game. Entertainment Computing, Vol. 2, 2011, pp. 103-111.
C. Heeter, D. D. Greene and B. M. Winn. Theories Meet Realities: Designing a Learning Game for Girls. In Proc. Designing for User eXperience, November 3-5, San Francisco, CA. 2005.
H. G. Hoffman, A. Garcia-Palacios, A. Carlin, T. A. Furness and C. Botella-Arbona. Interfaces That Heal: Coupling Real and Virtual Objects to Treat Spider Phobia. International Journal of Human-Computer Interaction. 16(2) 2003, pp. 283-300.
J. Lee, P. Ceyhan, W. Jordan-Cooley and W. Sung. Greenify: Real-World Missions for Climate Change Education. In Proc. of the 8th Int. Conf. on Games + Learning + Society, 2012, pp. 183-189.
T. Marsh. Serious Games Continuum: Between Games for Purposes and Experiential Environments for Purpose. Entertainment Computing, Vol. 2, No. 2, 2011, pp 61-68.
R. Marmura. Paper Prototyping: 5 Facts for Designing in Low-Tech, 2008. (http://gamecareerguide.com/features/622/paper_prototyping_5_facts_for_.php)
E. Nilsen, R. LeDonne, E. Klemperer and S. Olund. Conflict Resolution with a Serious Game for Peace. In Proc. of the 7th Int. Conf. on Games + Learning + Society, 2011, pp. 175-184.
W. Peng, J. Crouse and J-H. Lin. Using Active Video Games for Physical Activity Promotion: A Systematic Review of the Current State of Research. Health Education & Behavior. July 6, 2012.
D. Rai and J. Beck. Math Learning Environment with Game-Like Elements: An Incremental Approach for Enhancing Student Engagement and Learning Effectiveness. In Proc. Intelligent Tutoring Systems, LNCS 7315, Springer-Verlag, 2012, pp. 90-100.
C. Reeve. Simulating Failure: Why Simulations Don't Always Work. In Proc. of the 7th Int. Conf. on Games + Learning + Society, 2011, pp. 191-200.
M. Rettig. Prototyping for tiny fingers. Commun. ACM, 37, 4 1994, pp. 21-27.
A. Snyder. Designing and Evaluating Player Learning in Human Computation Games. 2009. (http://evolutionlive.blogspot.com/2009/05/designing-and-evaluating-player.html)
R. Tate, J. Haritatos, and S. Cole. HopeLab's Approach to Re-Mission. International Journal of Learning and Media, 1:1, 2009, 29-35.
B. Winn. The Design, Play, and Experience Framework. In R. Ferdig (Ed.), Handbook of Research on Effective Electronic Gaming in Education. Hershey, PA: IGI Global, 2009, pp. 388-401.
M. Young, S. Slota, A. Cutter, G. Jalette, G. Mullin, B. Lai, Z. Simeoni, A. Tran and M. Yukhymenko. Our Princess is in Another Castle: A Review of Trends in Serious Games for Education. Review of Educational Research 82:61, 2012.
M. Zielke et al. Serious Games for Immersive Cultural Training: Creating a Living World, IEEE Computer Graphics and Applications, Vol. 29, No. 2, March/April 2009, pp. 49-60.
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