References: Games

Return to Games strategy page.

References

Abrams, S. S., & Walsh, S. (2014). Gamified vocabulary. Journal of Adolescent & Adult Literacy, 58(1), 49-58.

Apperley, T., & Beavis, C. (2011). Literacy into action: Digital games as action and text in the English and literacy classroom. Pedagogies: An International Journal, 6(2), 130-143.

de Freitas, S. (2018). Are games effective learning tools? A review of educational games. Educational Technology & Society, 21(2), 74-84.

Jenkins, H., Purushotma, R., Weigel, M., Clinton, K., & Robison, A. J. (2009). Confronting the challenges of participatory culture: Media education for the 21st century. Cambridge: MIT Press.

Kam, M., Kumar, A., Jain, S., Mathur, A., & Canny, J. (2009, April). Improving literacy in rural India: Cellphone games in an after-school program. In 2009 International Conference on Information and Communication Technologies and Development (ICTD) (pp. 139-149). IEEE.

Marzano, R.J. (2004). Building background knowledge for academic achievement: Research on what works in schools. Alexandria, VA: ASCD.

Marzano, R.J., Jachman, A.L., & D'Arcangelo, M. (2005). Building academic background knowledge. Alexandria, VA: ASCD.

Takeuchi, L. M., & Vaala, S. (2014). Level up learning: A national survey on teaching with digital games. New York: The Joan Ganz Cooney Center at Sesame Workshop.

Willis, J. (2006). Research-based strategies to ignite student learning. Alexandria, VA: ASCD.

Wouters, P., Van Nimwegen, C., Van Oostendorp, H., & Van Der Spek, E. D. (2013). A meta-analysis of the cognitive and motivational effects of serious games. Journal of Educational Psychology, 105(2), 249-265.