Sources & Recommended Reading
(2014). Designing games in the classroom: Learning benefits. Proceedings of the
American Society of Information Science and Technology, 51(1), pp. 1-4. doi: 10.1002/meet.2013.13404101161
Brathwaite, B. (2011, November). Brenda Brathwaite: Gaming for understanding [Video
file]. Retrieved from https://www.ted.com/talks/brenda_brathwaite_gaming_for_understanding?language=en
Broussard, M. J. S. (2011). Digital games in academic libraries: a review of games and
suggested best practices. Reference Services Review, 40(1), pp. 75-89.
Hughes, A. (2016, May). 201:Serious game development secrets: What, why, where,
how, who cares? Presented at the Games and Gamification Summit, Live Online Event from The eLearning Guild.
Kapp, K. (2016, May). 501:Gamification by the numbers. Presented at the Games and
Gamification Summit, Live Online Event from The eLearning Guild.
Kirriemuir, J. Mcfarlane, A. Literature review in games and learning. Futurelab Series.
Report 8, available at https://telearn.archives-ouvertes.fr/hal-00190453/document
McGonigal, J. (2010, February). Jane McGonigal: Gaming can make a better
world [Video file]. Retrieved From https://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world?language=en
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Schiller, N. (2008). A portal to student learning: what instruction libraries can learn from
video game design. Reference Service Review, 38(4), pp. 351-365
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Thomas, D. (2016, May). 101: What's so serious about serious games? Presented at
the Games and Gamification Summit, Live Online Event from The eLearning Guild.