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References

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

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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

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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.

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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

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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/

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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

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

Routledge.

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