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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. 

 

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