Relevant articles on GBL effectiveness

A selected list of recent publications on the educational and motivational benefits of GBL:

  • Amon, K. & Campbell, A., 2008. Biofeedback video games to teach ADHD children relaxation skills to help manage symptoms. Patoss Bulletin. Available at: http://www2.fhs.usyd.edu.au/arow/biofeedback4adhd/Amon_Campbell_2008.pdf [Accessed January 21, 2011].
  • Astleitner, H. & Leutner, D., 2000. Designing Instructional Technology from an Emotional Perspective. Journal of Research on Computing in Education, 32(4), 497-510.
  • Baker, R.S. et al., 2010. Better to be frustrated than bored: The incidence, persistence, and impact of learners’ cognitive-affective states during interactions with three different computer-based learning environments. International Journal of Human-Computer Studies, 68(4), 223-241.
  • Barab, S., Warren, S. & Ingram-Goble, A., 2009. Academic Play Spaces. In R. Ferdig (Ed.) Handbook of Research on Effective Electronic Gaming in Education.  Hershey: Idea Group reference.
  • Beavis, C. & O’Mara, J., 2010. Computer games – pushing at the boundaries of literacy. Australian Journal of Language & Literacy, 33(1), 65-76.
  • Betker, A.L. et al., 2007. Game-based Exercises for Dynamic Short-Sitting Balance Rehabilitation of People With Chronic Spinal Cord and Traumatic Brain Injuries. Physical Therapy, 87(10), 1389-1398.
  • Bowmann, R., 1982. A Pac-Man theory of motivation. Tactical implications for classroom instruction. Educational Technology, 22(9), 14-17.
  • Buch, T. & Egenfeldt-Nielsen, S., 2006. The learning effect of Global Conflict: Palestine. In Media@Terra Conference.
  • Carr, J. & Blanchfield, P., 2009. A game to aid behavioral education. In European Conference on Game-Based Learning. European Conference on Game-Based Learning.  Graz.
  • Csikszentmihalyi, M., 1990. Flow: the psychology of optimal experience., New York: Harper and Row.
  • Deen, M. & Shouten, B., 2011. Games That Motivate To Learn: Design Serious Games By Identified Regulations. In P. Felicia (Ed), Improving learning and motivation through educational games: multidisciplinary approaches.  Hershey: Idea Group Reference.
  • Dickey, M., 2007. Game design and learning: a conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation. Educational Technology Research and Development, 55(3), 253-273.
  • Dillenbourg, P., Järvelä, S. & Fischer, F., 2009. The Evolution of Research on Computer-Supported Collaborative Learning. In Technology-Enhanced Learning.  Springer Netherlands, pp. 3-19. Available at: http://dx.doi.org/10.1007/978-1-4020-9827-7_1.
  • Habgood, M.P.J., Ainsworth, S.E. & Benford, S., 2005. Endogenous fantasy and learning in digital games. Simulation & Gaming, 36(4), 483 -498.
  • Hainey, T., Connolly, T. & Boyle, L., 2011. Arguing for multilingual motivation in web 2.0: An evaluation of a large-scale european pilot. In P. Felicia (Ed), Improving learning and motivation through educational games: multidisciplinary approaches.  Hershey: Idea Group Reference.
  • Howell, S. & Veale, T., 2009. Designing serious games with linguistic resources. In Proceedings of the 4th International Conference on Foundations of Digital Games.  Orlando, Florida: ACM, pp. 291-298.
  • Kato, P.M. et al., 2008. A Video Game Improves Behavioral Outcomes in Adolescents and Young Adults With Cancer: A Randomized Trial. Pediatrics, 122(2), e305-317.
  • Kebritchi, M., Hirumi, A. & Bai, H., 2010. The effects of modern mathematics computer games on mathematics achievement and class motivation. Computers & Education, 55(2), 427-443.
  • Kelleher, C., Pausch, R. & Kiesler, S., 2007. Storytelling alice motivates middle school girls to learn computer programming. In Proceedings of the SIGCHI conference on Human factors in computing systems.  San Jose, California, USA: ACM, pp. 1455-1464.
  • Keller, J. & Kopp, T., 1987. Application of the ARCS model of motivational design. In C.M. Reigeluth(Ed.), Instructional theories in action: Lessons illustrating selected theories and models. C.M. Reigeluth(Ed.).  Lawrence Erlbaum Associates.
  • Kiili, K., 2005. Digital game-based learning: Towards an experiential gaming model. The Internet and Higher Education, 8(1), 13-24.
  • Klopfer, E. & Squire, K., 2008. Environmental Detectives—the development of an augmented reality platform for environmental simulations. Educational Technology Research and Development, 56(2), 203-228.
  • Lee, J. et al., 2004. More than just fun and games: assessing the value of educational video games in the classroom. In CHI ’04 extended abstracts on Human factors in computing systems.  Vienna, Austria: ACM, pp. 1375-1378.
  • Malone, T.W., 1982. Toward a theory of intrinsically motivating instruction. Cognitive Science, 5(4), 333-369.
  • Marty, J. & Carron, T., 2011. Hints For Improving Motivation In Game-Based Learning Environments. In P. Felicia (Ed), Improving learning and motivation through educational games: multidisciplinary approaches.  Hershey: Idea Group Reference.
  • Navarro, E.O. & Hoek, A.V.D., 2007. Comprehensive Evaluation of an Educational Software Engineering Simulation Environment. In Proceedings of the 20th Conference on Software Engineering Education & Training.  IEEE Computer Society, pp. 195-202.
  • Neulight, N. et al., 2007. Children’s Participation in a Virtual Epidemic in the Science Classroom: Making Connections to Natural Infectious Diseases. Journal of Science Education and Technology, 16(1), 47-58. Oxland, K., 2004. Gameplay and Design., Harlow: Addison-Wesley.
  • Pajares, F. & Graham, L., 1999. Self-Efficacy, Motivation Constructs, and Mathematics Performance of Entering Middle School Students, Contemporary Educational Psychology, 24(2), 124-139.
  • Papastergiou, M., 2009. Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation. Computers & Education, 52(1), 1-12.
  • Piaget, J., 1951. Psychology of Intelligence, London: Routledge and Kegan Paul.
  • Provenzo, E.F., 1991. Video Kids: Making sense of Nintendo, Cambridge: Harvard University Press.
  • Rankin, Y.A., Gold, R. & Gooch, B., 2006. Playing for keeps: gaming as a language learning tool. In ACM SIGGRAPH 2006 Educators program.  Boston, Massachusetts: ACM, p. 44.
  • Rieber, L., 1996. Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games. Educational Technology Research and Development, 44(2), 43-58.
  • Roubidoux, M.A., Chapman, C.M. & Piontek, M.E., 2002. Development and Evaluation of an Interactive Web-Based Breast Imaging Game for Medical Students. Academic Radiology, 9(10), 1169-1178.
  • Salzman, M.C. et al., 1996. ScienceSpace: lessons for designing immersive virtual realities. In Conference companion on Human factors in computing systems: common ground.  Vancouver, British Columbia, Canada: ACM, pp. 89-90.
  • Saridaki, M. & Mourlas, C., 2011. Motivating the demotivated classroom: gaming as a motivational medium for students with intellectual disability and their educators. In P. Felicia (Ed), Improving learning and motivation through educational games: multidisciplinary approaches.  Idea Group reference.
  • Serrano, E.S., 2004. The evaluation of food pyramid games, a bilingual computer nutrition education program for latino youth. Journal of Family and Consumer Sciences Education, 22(1).
  • Shaw, K. & Dermoudy, J., 2005. Engendering an empathy for software engineering. In Proceedings of the 7th Australasian conference on Computing education – Volume 42.  Newcastle, New South Wales, Australia: Australian Computer Society, Inc., pp. 135-144.
  • Squire, K. & Barab, S., 2004. Replaying history: engaging urban underserved students in learning world history through computer simulation games. In Proceedings of the 6th international conference on Learning sciences.  Santa Monica, California: International Society of the Learning Sciences, pp. 505-512.
  • Squire, K. et al., 2004. Electromagnetism supercharged!: learning physics with digital simulation games. In Proceedings of the 6th international conference on Learning sciences.  Santa Monica, California: International Society of the Learning Sciences, pp. 513-520.
  • Staalduinen, J., 2011. A First Step Towards Integrating Educational Theory And Game Design. In P. Felicia (Ed), Improving learning and motivation through educational games: multidisciplinary approaches.  Hershey: Idea Group Reference.
  • Toprac, P., 2011. Motivating by design: an interesting digital-game based learning environment. In P. Felicia (Ed), Improving learning and motivation through educational games: multidisciplinary approaches.  Hershey: Idea Group Reference.
  • Virvou, M., Katsionis, G. & Manos, K., 2005. Combining software games with education: Evaluation of its educational effectiveness. Educational Technology & Society, 8(2), 54-65.
  • Waraich, A., 2004. Using narrative as a motivating device to teach binary arithmetic and logic gates. In Proceedings of the 9th annual SIGCSE conference on Innovation and technology in computer science education.  Leeds, United Kingdom: ACM, pp. 97-101.
  • Webster, J., Trevino, L.K. & Ryan, L., 1993. The dimensionality and correlates of flow in human-computer interactions. Computers in Human Behavior, 9(4), 411-426.
  • Williamson, B. & Facer, K., 2004. More than ‘just a game’: the implications for schools of children’s computer games communities. Education, Communication & Information, 4(2), 255-270.
  • Wilson, K.A. et al., 2009. Relationships Between Game Attributes and Learning Outcomes. Simulation & Gaming, 40(2), 217-266.
  • Wishart, J., 1990. Cognitive factors related to user involvement with computers and their effects upon learning from an educational computer game. Computers & Education, 15(1-3), 145-150.