LÄHTEET

Pol­ku­ja pe­lin­o­mai­sen op­pi­mi­sen vii­dak­koon: Pe­lien ja op­pi­mi­sen kes­kei­siä kä­sit­tei­tä.

Tuu­la Nou­si­ai­nen, Agora Center, Jy­väs­ky­län yli­o­pis­to:

Ang, C. S., Zaphiris, P. & Wilson, S. (2010). Computer games and sociocultural play: An activity theoretical perspective. Games and Culture 5 (4), 354–380.

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Bartle, R. (1996). Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs. Journal of MUD Research 1 (1).

Binkley, M., Erstad, O., Her­man, J., Raizen, S., Ripley, M., Mil­ler-Ricci, M. & Rumble, M. (2012). Defining twenty-first century skills. Te­ok­ses­sa P. Griffin, B. McGaw & E. Care (toim.) Assessment and teaching of 21st century skills. Dordrecht: Sprin­ger, 17–66.

Breuer, J. & Bente, G. (2010). Why so serious? On the relation of serious games and learning. Eludamos, Journal of Computer Game Culture 4 (1), 7–24.

Bruckman, A. (1999). Can educational be fun? Paper presented at the Game Developers Conference ’99, San Jose, CA.

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.

Coy, S. (2013). Kodu Game Lab, A Few Lessons Learned. XRDS 19 (4), 44–47.

De Freitas, S. (2006). Learning in Immersive worlds: A review of game-based learning. Lon­don: Joint Information Systems Committee.

De Freitas, S. & Oli­ver, M. (2006). How can exploratory learning with games and simulations within the curriculum be most effectively evaluated?  Computers & Education 46 (3), 249–264.

Deterding, S., Dixon, D., Khaled, R, & Nacke, L. (2011). From game de­sign elements to gamefulness: defining ”gamification”. In MindTrek ’11 – Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Me­dia Environments, 9-15.

Dixon, D. (2011). Player Types and Gamification. Paper presented at the CHI 2011 Work­shop Gamification: Using Game De­sign Elements in Non-Game Contexts, Van­cou­ver, Canada.

Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., Pagés, C. & Martínez-Herráiz, J.-J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education 63, 380–392.

Dondi, C. & Moretti, M. (2007). A methodological proposal for learning games selection and quality assessment. British Journal of Educational Technology 38 (3), 502–512.

Dondlinger, M.J. 2007. Educational Vi­deo Game De­sign: A Review of the Literature. Journal of Applied Educational Technology 4 (1), 21–31.

Driscoll, M. P. (1994). Psychology of learning for instruction. Bos­ton: Allyn & Ba­con.

Egenfeldt-Nielsen, S. (2007). Third Generation Educational Use of Computer Games. Journal of Educational Mul­ti­me­dia and Hy­per­me­dia 16 (3), 263–281.

Egenfeldt-Nielsen, S. (2011). What Makes a Good Learning Game? Going beyond edutainment. eLearn 2011 (2). http://elearnmag.acm.org/archive.cfm?aid=1943210

European Commission. (2007). Key Competences for Lifelong Learning. European Reference Framework. Luxembourg: Office for Official Publications of the European Communities. http://ec.eu­ro­pa.eu/dgs/education_culture/publ/pdf/ll-learning/keycomp_en.pdf

Fisher, S. (2011). Playing with World War II: A small-scale study of learning in vi­deo games. Loading… Journal of the Canadian Game Studies Association 5 (8), 71–89.

Fristoe, T., Denner, J., MacLaurin, M., Mateas, M. & Wardrip-Fruin, N. (2011). Say it with systems: expanding Kodu’s expressive power through gender-inclusive mechanics. Proceedings of the 6th International Conference on Foundations of Digital Games, Bor­de­aux, France, 227–234.

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.

Griffin, P., Care, E. & McGaw, B. (2012). The changing role of education and schools. Te­ok­ses­sa P. Griffin, B. McGaw & E. Care (toim.) Assessment and teaching of 21st century skills. Dordrecht: Sprin­ger, 1–15.

Hamari, J. & Koi­vis­to, J. (2013). Social Motivations to Use Gamification: an Empirical Study of Gamifying Exercise. Proceedings of the European Conference on Information Systems (ECIS) 2013, Utrecht, The Netherlands.

Huemer, S. (2009). Training reading skills : towards fluency. Väi­tös­kir­ja. Jy­väs­kylä Studies in Education, Psychology and Social Research, 360. Jy­väs­ky­län yli­o­pis­to.

Jenkins, H., Clinton, K., Purushotma, R., Robison, A. & Weigel, M. (2006). Confronting the Challenges of Participatory Culture: Me­dia Education for the 21st Century. Chi­ca­go: The John D. and Catherine T. MacArthur Foundation.

Juul, J. (2003). The Game, the Player, the World: Looking for a Heart of Gameness. Te­ok­ses­sa Copier, M. & Raessens, J. (toim.) Level Up: Digital Games Research Conference Proceedings, Utrecht: Utrecht University, 30–45.

Kafai, Y. B. (2006). Playing and Making Games for Learning: Instructionist and Constructionist Perspectives for Game Studies. Games and Culture 1 (1), 36–40

Kiili, K. (2008). Teacher’s role in Me­dia Detective game: communication through non-player game characters. Proceedings of ED-ME­DIA 2008, World Conference on Educational Mul­ti­me­dia, Hy­per­me­dia & Telecommunications, Vienna, Austria, 5248–5255.

Lee, J. J. & Hammer, J. (2011). Gamification in Education: What, How, Why Bother? Academic Exchange Quarterly, 15 (2).

Loveless, A. M. (2007). Creativity, technology and learning – a review of recent literature. Report 4 update. Futurelab Series.http://archive.futurelab.org.uk/resources/documents/lit_reviews/Creativity_Review_update.pdf

Lyy­ti­nen, H., Ronimus, M., Alan­ko, A, Poik­keus, A.-M., & Taanila, M. (2007). Early identification of dyslexia and the use of computer game-based practice to support reading acquisition. Nordic Psychology, 59, 109–126.

MacLaurin, M.B. (2011). The De­sign of Kodu: a Tiny Visual Programming Language for Children on the Xbox 360. Proceedings of the 38th annual ACM SIGPLAN-SIGACT symposium on Principles of programming languages (POPL ’11). New York: ACM, 241–246.

Magnussen, R. (2008). Representational Inquiry in Science Learning Games. PhD Thesis. University of Aarhus.

Mic­ha­el, D. & Chen, S. (2006). Serious games: Games that educate, train, and inform. Bos­ton: Thomson.

Mä­ke­lä, T., Myl­lä­ri, J., Nur­me­la, K., Kan­kaan­ran­ta, M., Nou­si­ai­nen, T., Ve­si­sen­aho, M. & Björk­lund, K. (2013). The De­sign and Use of a Math Learning Game in Real-life Educational Contexts. Te­ok­ses­sa Viteli, J. & Öst­man, A. (toim.) Tuo­vi 11: In­ter­ak­tii­vi­nen tek­niik­ka kou­lu­tuk­ses­sa 2013-kon­fe­rens­sin tut­ki­ja­ta­paa­mi­sen ar­tik­ke­lit. TRIM Research Reports 9. Tam­pe­re: Tam­pe­reen yli­o­pis­to, 136–142.

Mäy­rä, F. (2007). The Contextual Game Experience: On the Socio-Cultural Contexts for Meaning in Digital Play. Situated Play: Proceedings of DiGRA 2007 Conference, 810–814.

Nolan, J. & McBride, M. (2013). Beyond gamification: reconceptualizing game-based learning in early childhood environments. Information, Communication & Society. http://dx.doi.org/10.1080/1369118X.2013.808365

Nou­si­ai­nen, T. (2008). Children’s Involvement in the De­sign of Game-Based Learning Environments. Väi­tös­kir­ja. Jy­väs­kylä Studies in Computing 95, Jy­väs­kylä: University of Jy­väs­kylä.

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Portnow, J. (2008). The Power of Tangential Learning. EDGE Online, September 2008. http://www.edge-online.com/features/power-tangential-learning

Prensky, M. (2007). Digital Game-Based Learning. St. Paul: Paragon House.

Prensky, M. (2008). Students as designers and creators of educational computer games: Who else? British Journal of Educational Technology 39 (6), 1004–1019.

Ritterfeld, U., Cody, M. & Vorderer, P. (2009). Introduction. Te­ok­ses­sa Ritterfeld, U., Cody, M. & Vorderer, P. (toim.) Serious Games: Mechanisms and Effects. New York: Routledge, 3–9.

Robertson, J. (2012). Making games in the classroom: benefits and gender concerns. Computers & Education 59 (2), 385–398.

Salen, K. & Zimmerman, E. (2004). Rules of Play: Game De­sign Fundamentals. Camb­rid­ge: MIT Press.

Shute, V. J. (2011). Stealth assessment in computer-based games to support learning. Te­ok­ses­sa Tobias, S. & Fletcher, J. D. (toim.) Computer games and instruction. Char­lot­te: Information Age Publishers, 503–524.

Terawaki, Y., Shimohigoshi, T., Watanabe, M., Kamada, T., Kodama Y. & Yana, K. (2013). De­sign and Development of ePortfolio Using Gamification to Increase Engagement. Proceedings of the 19th International Conference on Distance Education Technology DET2013, 95–99.

Tyn­jä­lä, P. (1999). Op­pi­mi­nen tie­don ra­ken­ta­mi­se­na: konst­ruk­ti­vis­ti­sen op­pi­mis­kä­si­tyk­sen pe­rus­tei­ta. Hel­sin­ki: Kir­ja­yh­ty­mä.

Uus­kos­ki, O. (2011). Playing vi­deo games: A waste of time… or not? Exploring the connection between playing vi­deo games and English grades. Pro gra­du -tut­kiel­ma. Hel­sin­ki: Hel­sin­gin yli­o­pis­to.

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.

Wu, W.-H., Chiou, W.-B., Kao, H.-Y., Hu, C.-H. A. & Huang, S.-H. (2012). Re-exploring game-assisted learning research: The perspective of learning theoretical bases. Computers & Education 59 (4), 1153–1161.

Yang, Y.-T. C. & Chang, C.-H. (2013). Empowering students through digital game authorship: Enhancing concentration, critical thinking, and academic achievement. Computers & Ed

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