Bibliografia recomanada · VJ1238
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Adams, E., i Dormans, J. (2012). Game mechanics: Advanced game design. New Riders.
Arnab, S., Lim, T., Carvalho, M. B., Bellotti, F., de Freitas, S., Louchart, S., . . . De Gloria, A. (2014). Mapping learning and game mechanics for serious games analysis. British Journal of Educational Technology, 46 (2), 391-411. doi:10.1111/bjet.12113
de Freitas, S., & Oliver, M. (2006). How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? Comput. Educ., 46 (3), 249-264. doi:10.1016/j.compedu.2005.11.007
Chen, CW. Low-tech serious games in higher education: bridging the digital divide and enhancing student thinking and performance. Humanit Soc Sci Commun 12, 111 (2025). https://doi.org/10.1057/s41599-024-04341-2
Cutting, J., i Deterding, S. (2022). The task-attention theory of game learning: a theory and research agenda. Human–Computer Interaction, 39 (5–6), 257–287. https://doi.org/10.1080/07370024.2022.2047971
Engström, H. i Backlund, P. (2021). Serious games design knowledge - Experiences from a decade (+) of serious games development. EAI Endorsed Transactions on Serious Games. doi:10.4108/eai.27-5-2021.170008
Ertmer, P. A., i Newby, T. J. (2013). Behaviorism, cognitivism, constructivism: Comparing critical features from an instructional design perspective. Performance Improvement Quarterly, 26 (2), 43-71.
Ferreira de Almeida, J.L., dos Santos Machado, Liliane. (2021). Design requirements for educational serious games with focus on player enjoyment. Entertainment Computing. Elsevier, vol. 38, 100413. doi: https://doi.org/10.1016/j.entcom.2021.100413
González-Arroyo, R. U. i Arámburo-Lizárraga, J. (2022) "Serious Game Design Using Good Video 1 Game-Based Learning Principles and the Knowledge Generation Model for Visual Analytics," in IEEE Revista Iberoamericana de Tecnologias del Aprendizaje, vol. 17, no. 1, pp. 21-30, Feb., doi: 10.1109/RITA.2022.3149770.
Gurbuz, SC i Celik, M. (2022). Los juegos serios en el desarrollo de habilidades futuras: una revisión sistemática de los enfoques de diseño. Aplicaciones informáticas en la enseñanza de la ingeniería , 30 (5), 1591-1612.
Jaccard, D., Suppan, L., Sanchez, E., Huguenin, A., i Laurent, M. (2021). The co.LAB Generic Framework for Collaborative Design of Serious Games: Development Study. JMIR Serious Games, 9(3):e28674 doi: 10.2196/28674
Schumacher, T., Festing, M., i Bick, M. (2024). Toward a Mid-Range Design Theory for Developing Pedagogically Effective Serious Games. Information Systems Management, 41 (3), 282–318. https://doi.org/10.1080/10580530.2023.2267762
Viudes-Carbonell, S.J., Gallego-Durán, F., Llorens-Largo, F. i Molina-Carmona.R. (2021). Towards an Iterative Design for Serious Games. Sustainability 13, no. 6: 3290. https://doi.org/10.3390/su13063290
Adams, E., & Dormans, J. (2012). Game mechanics: Advanced game design. New Riders.
Amory, A. (2007). Game object model version II: A theoretical framework for educational game development. Educational Technology Research and Development, 55 (1), 51-77.
Arnab, S., Lim, T., Carvalho, M. B., Bellotti, F., de Freitas, S., Louchart, S., . . . De Gloria, A. (2014). Mapping learning and game mechanics for serious games analysis. British Journal of Educational Technology, 46 (2), 391-411. doi:10.1111/bjet.12113
Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model. The Internet and Higher Education, 8(1), 13-24. doi:10.1016/j.iheduc.2004.12.001
Kiili, K. (2009). Educational game design patterns. [Web page] Retrieved from Google Scholar: http://amc.pori.tut.fi/educational-game-design-patterns/
Marne, B., Wisdom, J., Huynh-Kim-Bang, B., & Labat, J. -M. (2012). The six facets of serious game design: A methodology enhanced by our design pattern library. In A. Ravenscroft, S. Lindstaedt, C. Delgado Kloos, & D. Hernández-Leo (Eds.), 21st century learning for 21st century skills (pp. 208- 221). Springer.
Marsh, T. (2010). Activity-based scenario design, development, and assessment in serious games. Gaming and Cognition: Theories and Practice From the Learning Sciences, 213-225.
Marsh, T., & Nardi, B. (2014). Spheres and lenses: Activity-Based scenario/narrative approach for design and evaluation of entertainment through engagement. In Entertainment computing--icec 2014 (pp. 42-51). Springer.
Marsh, T., Yang, K., & Shahabi, C. (2006). Game development for experience through staying there. In Proceedings of the 2006 ACM SIGGRAPH symposium on videogames (pp. 83-89).
Martinovic, D., Ezeife, C. I., Whent, R., Reed, J., Burgess, G. H., Pomerleau, C. M., . . . Chaturvedi, R. (2014). "Critic-proofing" of the cognitive aspects of simple games. Comput. Educ., 72, 132-144. doi:10.1016/j.compedu.2013.10.017
Sicart, M. (2008). Defining game mechanics. Game Studies, 8(2), 1-14.
Van Staalduinen, J. -P., & de Freitas, S. (2011). A game-based learning framework: Linking game design and learning. Learning to Play: Exploring the Future of Education with Video Games, 53, 29.
Zagal, J., Mateas, M., Fernandez-Vara, C., Hochhalter, B., & Lichti, N. (2007). Towards an ontological language for game analysis. In S. P., Mateas, & J. Jenson (Eds.), Worlds in play : International perspectives on digital games research. New York: Peter Lang.