Literature

Abdul Jabbar, A. I., & Felicia, P. (2015). Gameplay engagement and learning in game-based learning: A systematic review. Review of Educational Research, 85(4), 740–779.

Bado, N. (2019). Game-based learning pedagogy: A review of the literature. Interactive Learning Environments, 1-13.

Bolstad, R., & McDowall, S. (2019). Games, Gamification, and Game Design for Learning: Innovative Practice and Possibilities in New Zealand Schools. New Zealand Council for Educational Research.

Bray, A., & Tangney, B. (2017). Technology usage in mathematics education research–A systematic review of recent trends. Computers & Education, 114, 255-273.

Byun, J., & Joung, E. (2018). Digital game‐based learning for K–12 mathematics education: A meta‐analysis. School Science and Mathematics, 118(3-4), 113-126.

Chou, Y. K. (2019). Actionable gamification: Beyond points, badges, and leaderboards. Packt Publishing Ltd.

De Grove, F., Bourgonjon, J., & Van Looy, J. (2012). Digital games in the classroom? A contextual approach to teachers’ adoption intention of digital games in formal education. Computers in Human Behavior, 28(6), 2023e2033.

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: defining” gamification”. In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9-15).

Foster, A., & Shah, M. (2015). The play curricular activity reflection discussion model for game-based learning. Journal of Research on Technology in Education, 47(2), 71-88.

Foster, A., & Shah, M. (2020). Principles for advancing game-based learning in teacher education. Journal of Digital Learning in Teacher Education, 36(2), 84-95.

GAMMA- handbook for teachers. http://www.project-gamma.eu/project-outputs/io1-gamma-handbook-for-teachers/

GAMMA- handbook for teachers: Dutch concept version

Gee, J. P. (2005). Learning by design: Good video games as le arning machines. E-learning and Digital Media, 2(1), 5-16.

Granic, I., Lobel, A., & Engels, R. C. (2014). The benefits of playing video games. American psychologist69(1), 66.

Hanghøj, T. (2013). Game-based teaching: Practices, roles, and pedagogies. In New Pedagogical Approaches in Game-enhanced Learning: Curriculum integration (pp. 81-101). IGI Global.

GAMMA Handbook NL version sept 04-09-2023

Hébert, C., & Jenson, J. (2019). Digital game-based pedagogies: Developing teaching strategies for game-based learning. Journal of Interactive Technology and Pedagogy, 15.

Hussein, M. H., Ow, S. H., Elaish, M. M., & Jensen, E. O. (2021). Digital game-based learning in K-12 mathematics education: a systematic literature review. Education and Information Technologies, 27, 2859–2891. https://doi.org/10.1007/s10639-021-10721-x

Jensen, E. O., & Hanghøj, T. (2020). What’s the math in Minecraft? A Design‑Based Study of Students’ Perspectives and Mathematical Experiences Across game and School Domains. Electronic Journal of e-Learning, 18(3), 261-274.

Kafai, Y. (2001). The educational potential of electronic games: From games-to-teach to games-to-learn. Playing By The Rules, Cultural Policy Center, University of Chicago, Chicago, IL, 2001.

Kangas, M. (2010). Creative and playful learning: Learning through game co-creation and games in a playful learning environment. Thinking skills and Creativity, 5(1), 1-15.

Kangas, M., Koskinen, A., & Krokfors, L. (2016). A qualitative literature review of educational games in the classroom: The teacher’s pedagogical activities. Teachers and Teaching: Theory and Practice, 23(4), 451e470.

Koops, MC.(2021). Gamification praktijkvoorbeelden. Retrieved on 1 October, 2021 from https://gamedidactiek.nl/page/7959/gamification-praktijkvoorbeelden.html

Marklund, B. B., & Taylor, A. S. A. (2016). Educational Games in Practice: The challenges involved in conducting a game based curriculum. Electronic Journal of e-Learning, 14(2), pp122-135.

Mayer, R. E. (2019). Computer games in education. Annual review of psychology, 70, 531-549.

Melander Bowden, H., & Aarsand, P. (2020). Designing and assessing digital games in a classroom: an emerging culture of critique. Learning, Media and Technology, 45(4), 376-394.

Mohd Sivan, S. (2022). Integrating Games In Classroom Instruction: A Professional Development Module.

Molin, G. (2017). The role of the teacher in game-based learning: A review and outlook. Serious games and edutainment applications, 649-674.

Nousiainen, T., Kangas, M., Rikala, J., & Vesisenaho, M. (2018). Teacher competencies in game-based pedagogy. Teaching and Teacher Education, 74, 85-97.

Nousiainen, T., Vesisenaho, M., & Eskelinen, P. (2015). ” Let’s do this together and see what we can come up with!”: Teachers’ Views on Applying Game-based Pedagogy in Meaningful Ways. eLearning Papers, 2015. chrome-extension://efaidnbmnnnibpcajpcglclefindmkaj/https://jyx.jyu.fi/bitstream/handle/123456789/47491/1/theteachersroleineducationalinnovationdesignpaper449.pdf

Post, L. S., Kester, L., Admiraal, W., Lockhorst, D., & Bulder, E. (2020). Overzichtsstudie. Gamification in digitale oefenprogramma’s. Eindrapportage.

Prensky, M. (2001). Digital game-based learning. McGraw-Hill.

Salen, K., & Zimmerman, E. (2003). Rules of play: Game design fundamentals. MIT press.

Shah, M., & Foster, A. (2015). Developing and assessing teachers’ knowledge of game-based learning. Journal of Technology and Teacher Education, 23(2), 241e267.

Takeuchi, L. M., & Vaala, S. (2014). Level up learning: A national survey on teaching with digital games. New York: The Joan Ganz Cooney Center at Sesame Workshop.

Van Eck, R. (2006). Digital game-based learning: It’s not just the digital natives who are restless. EDUCAUSE review, 41(2), 16

Van Rooij AJ, Birk MV, Hof S van der, Ouburg S, Hilten S. van, Behavioral design in video games: A roadmap for ethical and responsible games that contribute to long-term consumer health and well-being. Trimbos institute, Eindhoven University of Technology & Leiden University for the Dutch Ministry of the Interior and Kingdom Relations; 2021.

Weitze, C. L. (2016). Designing for Learning and Play – The Smiley Model as Framework. Interaction Design and Architecture(s), (29), 52-75. http://www.mifav.uniroma2.it/inevent/events/idea2010/doc/29_3.pdf

Williamson, B. (2009). Computer games, schools and young people: A report for educators on using games for learning. Bristol: Futurelab. Retrieved on 14 March, 2018 from: https://www.nfer.ac.uk/publications/FUTL27/FUTL27.pdf

Yong, S. T., Gates, P., Chan, A., Lee, C. S., Matthews, R., & Tiong, K. M. (2019, October). Exploring the feasibility of computer games in mathematics education. In 2019 IEEE International Symposium on Haptic, Audio and Visual Environments and Games (HAVE) (pp. 1-6). IEEE.