Work Cited
Annetta, L.A. (2010). The “Is” have it: A framework for serious educational game design. Review Of General Psychology, 14(2). 105-112. doi:10.1037/a0018985
AsapSCIENCE. (2014, January 19). Can video games make you smarter? [Video file]. Retrieved from https://youtu.be/OOsqkQytHOs
Bellotti, F., Berta, R., & De Gloria, A. (2010). Designing effective serious games: Opportunities and challenges for research. International Journal Of Emerging Technologies In Learning (IJET), 5(SI3), pp. 22-35. doi:http://dx.doi.org/10.3991/ijet.v5iSI3.1500
Billig S. H., Sherry, L., & Havelock, B. (2005). Challenge 98: sustaining the work of a regional technology integration initiative. British Journal of Educational Technology , 36(6), 987-1003.
Butrymowicz, S. (2013). Making the next generation of educational video games. Times. U.S. Retrieved from http://nation.time.com/2013/11/06/making-the-next-generation-of-educational-video-games/
Cohen, A. M. (2011). The gamification of education. The Futurist, 45(5), 16-17. Retrieved February 17, 2015 from search.proquest.com.ezproxy.library.ubc.ca/
Darling-Hammond, L. & Austin, K. (2003). Session 11: Lessons for Life: Learning and Transfer. Stanford University School of Education. Detroit Public Television and Mort Crim Communications. Retrieved from www.learner.org/courses/learningclassroom/support/11_learning_transfer.pdf
Driscoll, Tom. (2013, November 13). Student perspective on gamification. [Video file]. Retrieved from https://youtu.be/8JLEaksNbco
Gee, J. P. (2005). Learning by design: Good video games as learning machines. E–Learning, 2(1), 5-16.
Glazer, E., Hannafin, M. J., & Song, L. (2005). Promoting technology integration through collaborative apprenticeship. Educational Technology Research and Development , 53(4), 57-67.
Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco: Pfeiffer.
Kapp, Karl. (2014, May 13). What is gamification? [Digital video]. Retrieved from http://youtu.be/BqyvUvxOx0M
Kapp, K. 2014. (2014, September 10). Gamification Myths Debunked: How To Sidestep Failure And Boost Employee Learning. Forbes. Retrieved from http://www.forbes.com/sites/groupthink/2014/09/10/gamification-myths-debunked-how-to-sidestep-failure-and-boost-employee-learning/
Kebritchi, M., & Hirumi, A. (2008). Examining the pedagogical foundations of modern educational computer games. Computers & Education 51, 1729–1743. doi:10.1016/j.compedu.2008.05.004
Lee, J. J. & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15(2). Retrieved March 8, 2015 from https://www.academia.edu
Li, M., & Tsai, C. (2013). Game-based learning in science education: A review of relevant research. Journal of Science Education and Technology, 22(6), 877-898. doi:10.1007/s10956-013-9436-x
McGonigal, Jane. (2011). Reality is broken: Why games make us better and how they can change the world. New York: Penguin Press.
Microsoft in Education. (2011, July 31). Game designer Jane McGonigal interviewed by Cameron Evans, U.S. Education CTO, Microsoft. [Video file]. Retrieved from https://youtu.be/5-mc9Rrfs00
Philipp, Francois. (Photographer). (2011, June 7). A Game of Thrones. [Digital image]. Retrieved from https://www.flickr.com/photos/8473570@N02/5947257423
Radix Endeavor. (2013, April 9). Radix: Pedagogical overview. [Video file]. Retrieved from http://youtu.be/2ZJsnhqRf3E
Shaffer, D., Squire, K., Halverson, R., & Gee, J. (2005). Video Games and the Future of Learning. Phi Delta Kappan, 87(2), 104-111.
Squire, K. (2006). From content to context: Videogames as designed experience. Educational Researcher, 35(8): 19-29. Retrieved February 21, 2015 from http://edr.sagepub.com.ezproxy.library.ubc.ca/
Squire, K. (2008). Open-ended video games: A model for developing learning for the interactive age. The Ecology of Games: Connecting Youth, Games, and Learning. Edited by Katie Salen. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. Cambridge, MA: The MIT Press, 167-198
Staples, A., Pugach, M.C., & Himes, D. (2005). Rethinking the technology integration challenge: Cases from three urban elementary schools. Journal of Research on Technology in Education , 37(3), 285-311.
Summers, Owen. (2015, March 1). Lure of the Labyrinth teacher tutorial: How to get started. [Video file]. Retrieved from https://youtu.be/DTNcEb6WMuI
Summers, Owen. (2015, March 1). Lure of the Labyrinth getting your students started tutorial. [Video file]. Retrieved from https://youtu.be/nytbrA8caDI
Sung, H., & Hwang, G. (2013). A collaborative game-based learning approach to improving students' learning performance in science courses. Computers & Education, 63, 43-51. doi:10.1016/j.compedu.2012.11.019
TEDxTalks. (2012, April 24). Classroom game design: Paul Andersen. [Video file]. Retrieved from https://youtu.be/4qlYGX0H6Ec
TEDxTalks. (2013, March 31). Press Play - gaming, simulation & achievement in the classroom: Jonathon Best. [Video file]. Retrieved from https://youtu.be/lKpo5SeZWns
AsapSCIENCE. (2014, January 19). Can video games make you smarter? [Video file]. Retrieved from https://youtu.be/OOsqkQytHOs
Bellotti, F., Berta, R., & De Gloria, A. (2010). Designing effective serious games: Opportunities and challenges for research. International Journal Of Emerging Technologies In Learning (IJET), 5(SI3), pp. 22-35. doi:http://dx.doi.org/10.3991/ijet.v5iSI3.1500
Billig S. H., Sherry, L., & Havelock, B. (2005). Challenge 98: sustaining the work of a regional technology integration initiative. British Journal of Educational Technology , 36(6), 987-1003.
Butrymowicz, S. (2013). Making the next generation of educational video games. Times. U.S. Retrieved from http://nation.time.com/2013/11/06/making-the-next-generation-of-educational-video-games/
Cohen, A. M. (2011). The gamification of education. The Futurist, 45(5), 16-17. Retrieved February 17, 2015 from search.proquest.com.ezproxy.library.ubc.ca/
Darling-Hammond, L. & Austin, K. (2003). Session 11: Lessons for Life: Learning and Transfer. Stanford University School of Education. Detroit Public Television and Mort Crim Communications. Retrieved from www.learner.org/courses/learningclassroom/support/11_learning_transfer.pdf
Driscoll, Tom. (2013, November 13). Student perspective on gamification. [Video file]. Retrieved from https://youtu.be/8JLEaksNbco
Gee, J. P. (2005). Learning by design: Good video games as learning machines. E–Learning, 2(1), 5-16.
Glazer, E., Hannafin, M. J., & Song, L. (2005). Promoting technology integration through collaborative apprenticeship. Educational Technology Research and Development , 53(4), 57-67.
Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco: Pfeiffer.
Kapp, Karl. (2014, May 13). What is gamification? [Digital video]. Retrieved from http://youtu.be/BqyvUvxOx0M
Kapp, K. 2014. (2014, September 10). Gamification Myths Debunked: How To Sidestep Failure And Boost Employee Learning. Forbes. Retrieved from http://www.forbes.com/sites/groupthink/2014/09/10/gamification-myths-debunked-how-to-sidestep-failure-and-boost-employee-learning/
Kebritchi, M., & Hirumi, A. (2008). Examining the pedagogical foundations of modern educational computer games. Computers & Education 51, 1729–1743. doi:10.1016/j.compedu.2008.05.004
Lee, J. J. & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15(2). Retrieved March 8, 2015 from https://www.academia.edu
Li, M., & Tsai, C. (2013). Game-based learning in science education: A review of relevant research. Journal of Science Education and Technology, 22(6), 877-898. doi:10.1007/s10956-013-9436-x
McGonigal, Jane. (2011). Reality is broken: Why games make us better and how they can change the world. New York: Penguin Press.
Microsoft in Education. (2011, July 31). Game designer Jane McGonigal interviewed by Cameron Evans, U.S. Education CTO, Microsoft. [Video file]. Retrieved from https://youtu.be/5-mc9Rrfs00
Philipp, Francois. (Photographer). (2011, June 7). A Game of Thrones. [Digital image]. Retrieved from https://www.flickr.com/photos/8473570@N02/5947257423
Radix Endeavor. (2013, April 9). Radix: Pedagogical overview. [Video file]. Retrieved from http://youtu.be/2ZJsnhqRf3E
Shaffer, D., Squire, K., Halverson, R., & Gee, J. (2005). Video Games and the Future of Learning. Phi Delta Kappan, 87(2), 104-111.
Squire, K. (2006). From content to context: Videogames as designed experience. Educational Researcher, 35(8): 19-29. Retrieved February 21, 2015 from http://edr.sagepub.com.ezproxy.library.ubc.ca/
Squire, K. (2008). Open-ended video games: A model for developing learning for the interactive age. The Ecology of Games: Connecting Youth, Games, and Learning. Edited by Katie Salen. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. Cambridge, MA: The MIT Press, 167-198
Staples, A., Pugach, M.C., & Himes, D. (2005). Rethinking the technology integration challenge: Cases from three urban elementary schools. Journal of Research on Technology in Education , 37(3), 285-311.
Summers, Owen. (2015, March 1). Lure of the Labyrinth teacher tutorial: How to get started. [Video file]. Retrieved from https://youtu.be/DTNcEb6WMuI
Summers, Owen. (2015, March 1). Lure of the Labyrinth getting your students started tutorial. [Video file]. Retrieved from https://youtu.be/nytbrA8caDI
Sung, H., & Hwang, G. (2013). A collaborative game-based learning approach to improving students' learning performance in science courses. Computers & Education, 63, 43-51. doi:10.1016/j.compedu.2012.11.019
TEDxTalks. (2012, April 24). Classroom game design: Paul Andersen. [Video file]. Retrieved from https://youtu.be/4qlYGX0H6Ec
TEDxTalks. (2013, March 31). Press Play - gaming, simulation & achievement in the classroom: Jonathon Best. [Video file]. Retrieved from https://youtu.be/lKpo5SeZWns