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References

Beavis, C., Dezuanni, M., & O'Mara, J. (Eds.). (2017). Serious Play: Literacy, learning and digital games. Taylor & Francis.

Buchanan, L. (2018, December 18). The Hottest Education Startup in the U.S. Is a $700 Million Company Built by a Guatemalan Engineer in Pittsburgh. Retrieved June 19, 2020, from https://www.inc.com/leigh-buchanan/duolingo-700-million-language-learning-startup-pittsburgh-2018-surge-cities.html

Gee, J. P. (2007). What video games have to teach us about learning and literacy. New York, NY: St. Martin's Griffin.

 

Klopfer, E. (2008). Augmented Learning : Research and Design of Mobile Educational Games. The MIT Press.

Ledsom, A. (2019, August 30). The mobile phone ban in French schools, one year on. Would it work elsewhere? Retrieved from https://www.forbes.com/sites/alexledsom/2019/08/30/the-mobile-phone-ban-in-french-schools-one-year-on-would-it-work-elsewhere/#762c18915e70

Lee, C., & Sloan Cherner, T. (2015). A comprehensive evaluation rubric for assessing instructional apps. Journal of Information Technology Education: Research, 14, 21-53. doi:10.28945/2097

 

Stewart, C. (2015) Creating Rubrics for Evaluating Digital Educational Games. Retrieved from https://wordpress.viu.ca/cstewart/2015/04/28/creating-rubrics-for-evaluating-digital-educational-games/

Valentine, R. (2018, August 8). Metaari: Game-based learning market will reach $17 billion by 2023. Retrieved June 19, 2020, from https://www.gamesindustry.biz/articles/2018-08-08-metaari-game-based-learning-market-will-reach-usd17-billion-by-2023

 

Vee Senap, N., & Ibrahim, R. (2019). A Review of Heuristics Evaluation Component for Mobile Educational Games (Science Direct, pp. 1028-1035, Tech.). Kuala Lampur, Malaysia: Elsevier. doi:161 (2019) 1028–1035

Whitton, N (2014), Digital games and learning: Research and theory, New York, NY:

Routledge.

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