Polkuja pelinomaisen oppimisen viidakkoon: Pelien ja oppimisen keskeisiä käsitteitä.
Tuula Nousiainen, Agora Center, Jyväskylän yliopisto:
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Mikä saa käyttämään pelejä opetuksessa? Tuloksia opettajille suunnatusta kyselystä
Tuula Nousiainen, Agora Center, Jyväskylän yliopisto
Charsky, D. & Mims, C. (2008). Integrating commercial off-the‐shelf video games into school curriculums. Tech Trends: Linking Research and Practice to Improve Learning 52 (5), 38–44.
Connolly, T.M., Boyle, E. A., MacArthur, E., Hainey, T. and Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education 59 (2), 661–686.
George, S., Lavoué, É. & Monterrat, B. (2013). An Environment to Support Collaborative Learning by Modding. Teoksessa Scaling up Learning for Sustained Impact – Proceedings of 8th European Conference on Technology Enhanced Learning, EC-TEL 2013, Paphos, Cyprus, 111–124.
Kafai, Y. B. (2006). Playing and Making Games for Learning: Instructionist and Constructionist Perspectives for Game Studies. Games and Culture 1 (1), 36–40
Kankaanranta, M., Mikkonen, I. & Vähähyyppä, K. (toim.) (2012). Tutkittua tietoa oppimisympäristöistä: Tieto- ja viestintätekniikan käyttö opetuksessa. Helsinki: Opetushallitus.
Linnakylä, A. & Nurmela, K. (2012). Tieto- ja viestintäteknisten laitteistojen ja ohjelmistojen käyttö opetuksessa. Teoksessa Kankaanranta, M., Mikkonen, I. & Vähähyyppä, K. (toim.) Tutkittua tietoa oppimisympäristöistä: Tieto- ja viestintätekniikan käyttö opetuksessa. Helsinki: Opetushallitus, 34–56.
Robertson, J. (2012). Making games in the classroom: benefits and gender concerns. Computers & Education 59 (2), 385–398.
Van Eck, R. (2006). Digital Game- Based Learning: It’s Not Just the Digital Natives Who Are Restless. EDUCAUSE Review 41 (2), 16–30.
Vos, N., van der Meijden, H. & Denessen, E. (2011). Effects of constructing versus playing an educational game on student motivation and deep learning strategy use. Computers & Education 56 (1), 127–137.
Yang, Y.-T. C. & Chang, C.-H. (2013). Empowering students through digital game authorship: Enhancing concentration, critical thinking, and academic achievement. Computers & Education 68, 334–344.
Löytöretkillä toisessa maailmassa, vol 2Lauri Pirkkalainen & Petri Lounaskorpi (toim.),12/ 2013, 19.11.2013