למידה מבוססת משחק
הערות שוליים

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↑  Trezza, V., Baarendse, P.J.J., & Vanderschuren, L.J.M.J. The pleasures of play: Pharmacological insights into social reward mechanisms. Trends in Pharmacological Sciences (2010)
↑  Whitlock, L. A., McLaughlin, A. C., & Allaire, J. C. Individual differences in response to cognitive training: Using a multi-modal, attentionally demanding game-based intervention for older adults. Computers in Human Behavior (2012)
↑  Bartlett, C. P., Vowels, C. L., Shanteau, J., Crow, J., & Miller, T. The effect of violent and non-violent computer games on cognitive performance. Computers in Human Behavior (2009)
↑  Fowler, A., & Cusack, B. (2014). A Proposed method for measuring learning in video games. GSTF Journal on Computing (JoC), 3(4), 42.
↑  Gumulak, S., & Webber, S. Playing video games: Learning and information literacy. Aslib Proceedings (2011).
↑  Admiraal, W., Huizenga, J., Akkerman, S., & Dam, G. T. The concept of flow in collaborative game-based learning. Computers in Human Behavior (2011)
↑  Making Learning Fun: Quest Atlantis, A Game Without Guns" by Barab, Thomas, Dodge, Carteaux, Tuzun"
↑  Van Eck, R. Digital game-based learning: It’s not just the digital natives who are restless… Educase Review, (2006)
↑  Eddie Gose, Michael Menchaca. Video Game Genres and What is Learned From Them, (2014)
↑  Ahmet Baytaka, Susan M. A case study of educational game design by kids and for kids, Landb
1 2  Gee, J. P. (2013). Games for Learning. Educational Horizons Vol 91, Issue 4, pp. 16 - 20
1 2 3  Gee, J. P. (2003). What video games have to teach us about learning and Literacy. New York, NY: Palgrave Macmillan.
↑  Clark, D., Tanner‐Smith, E., Killingsworth, S & Bellamy, S. (2013). Digital games for learning: A Systematic review and meta‐analysis (executive summary). Menlo Park, CA: SRI International
↑  Nakamura, J., & Csikszentmihalyi, M. (2014). The concept of flow. In Flow and the foundations of positive psychology (pp. 239-263). Springer, Dordrecht
↑  McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin; Gee, J. P. (2003). What video games have to teach us about learning and Literacy. New York, NY: Palgrave Macmillan.
↑  McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin.
↑  Yee, N. (2006). The labor of fun: How video games blur the boundaries of work and play. Games and culture, 1(1), 68-71.Shibboleth Authentication Request, login.rproxy.tau.ac.il
↑  Engeser, S., & Rheinberg, F. (2008). Flow, performance and moderators of challenge-skill balance. Motivation and Emotion, 32(3), 158-172. doi: 10.1007/s11031-008-9102-4.
↑  Prensky, M. (2001). Digital natives, digital immigrants part 1. On the Horizon, 9(5), 1-6.
Vogel, Jennifer J ; Greenwood-Ericksen, Adams ; Cannon-Bowers, Jan ; Bowers, Clint A. Using Virtual Reality with and without Gaming Attributes for Academic Achievement. Journal of Research on Technology in Education, 01 September 2006, Vol.39(1), pp.105-118
↑  Gee, J. P. (2003). What video games have to teach us about learning and Literacy. New York, NY: Palgrave Macmillan.
↑  Brown, A. (1994). The Advancement of Learning. Educational Researcher, 23(8), 4-12
שימוש בלמידה מבוססת משחק בגיל הרך, מרכז למידה
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