Thesis Current Resources and Citations

October 31, 2019

Academic Resources

Current Citations

I just wanted to have a list of all my current sources I have compiled that may be useful for my thesis here. This list will be modified over time as I dtermine which topics I will not get to in my thesis, and which topics need more support, but this is a pretty good foundation for now.

  1. [1]J. L. Anderson and M. Barnett, “Learning Physics with Digital Game Simulations in Middle School Science,” Journal of Science Education and Technology, vol. 22, no. 6, pp. 914–926, Dec. 2013.
  2. [2]M.-V. Aponte, G. Levieux, and S. Natkin, “Measuring the level of difficulty in single player video games,” Entertainment Computing, vol. 2, no. 4, pp. 205–213, Jan. 2011.
  3. [3]S. Arnab et al., “Mapping learning and game mechanics for serious games analysis: Mapping learning and game mechanics,” British Journal of Educational Technology, vol. 46, no. 2, pp. 391–411, Mar. 2015.
  4. [4]E. Butler, E. Andersen, A. M. Smith, S. Gulwani, and Z. Popović, “Automatic Game Progression Design through Analysis of Solution Features,” 2015, pp. 2407–2416.
  5. [5]M. J. Callaghan, K. McCusker, J. L. Losada, J. Harkin, and S. Wilson, “Using Game-Based Learning in Virtual Worlds to Teach Electronic and Electrical Engineering,” IEEE Transactions on Industrial Informatics, vol. 9, no. 1, pp. 575–584, Feb. 2013.
  6. [6]M. Callaghan, M. Savin-Baden, N. McShane, and A. G. Eguiluz, “Mapping Learning and Game Mechanics for Serious Games Analysis in Engineering Education,” IEEE Transactions on Emerging Topics in Computing, vol. 5, no. 1, pp. 77–83, Jan. 2017.
  7. [7]D. B. Clark, B. C. Nelson, H.-Y. Chang, M. Martinez-Garza, K. Slack, and C. M. D’Angelo, “Exploring Newtonian mechanics in a conceptually-integrated digital game: Comparison of learning and affective outcomes for students in Taiwan and the United States,” Computers & Education, vol. 57, no. 3, pp. 2178–2195, Nov. 2011.
  8. [8]M. M. Cruz-Cunha, Ed., Handbook of Research on Serious Games as Educational, Business and Research Tools. IGI Global, 2012.
  9. [9]A. A. Deshpande and S. H. Huang, “Simulation games in engineering education: A state-of-the-art review,” Computer Applications in Engineering Education, vol. 19, no. 3, pp. 399–410, Sep. 2011.
  10. [10]M. D. Dickey, “Game design narrative for learning: Appropriating adventure game design narrative devices and techniques for the design of interactive learning environments,” Educational Technology Research and Development, vol. 54, no. 3, pp. 245–263, 2006.
  11. [11]J. Dormans and S. Bakkes, “Generating Missions and Spaces for Adaptable Play Experiences,” IEEE Transactions on Computational Intelligence and AI in Games, vol. 3, no. 3, pp. 216–228, Sep. 2011.
  12. [12]M. Ebner and A. Holzinger, “Successful implementation of user-centered game based learning in higher education: An example from civil engineering,” Computers & Education, vol. 49, no. 3, pp. 873–890, Nov. 2007.
  13. [13]M. Eraut, “Non-formal learning and tacit knowledge in professional work,” British Journal of Educational Psychology, vol. 70, no. 1, pp. 113–136, Mar. 2000.
  14. [14]D. Farrell and D. Moffat, “Cognitive Walkthrough for Learning Through Game Mechanics,” in European Conference on Games Based Learning, 2013, p. 163.
  15. [15]H. Fernandez, K. Mikami, and K. Kondo, “Adaptable game experience through procedural content generation and brain computer interface,” 2016, pp. 1–2.
  16. [16]A. Foster, “Games and motivation to learn science: Personal identity, applicability, relevance and meaningfulness,” Journal of Interactive Learning Research, vol. 19, no. 4, p. 597, 2008.
  17. [17]C. Franzwa, Y. Tang, A. Johnson, and T. Bielefeldt, “Balancing Fun and Learning in a Serious Game Design:,” International Journal of Game-Based Learning, vol. 4, no. 4, pp. 37–57, Oct. 2014.
  18. [18]J. Fraser, M. Katchabaw, and R. E. Mercer, “A methodological approach to identifying and quantifying video game difficulty factors,” Entertainment Computing, vol. 5, no. 4, pp. 441–449, Dec. 2014.
  19. [19]J. P. Gee, “What video games have to teach us about learning and literacy,” Computers in Entertainment, vol. 1, no. 1, p. 20, Oct. 2003.
  20. [20]J. P. Gee, “Good video games and good learning,” in Phi Kappa Phi Forum, 2005, vol. 85, p. 33.
  21. [21]B. Gregorcic and M. Bodin, “Algodoo: A Tool for Encouraging Creativity in Physics Teaching and Learning,” The Physics Teacher, vol. 55, no. 1, pp. 25–28, Jan. 2017.
  22. [22]R. H. Mulder, “Exploring feedback incidents, their characteristics and the informal learning activities that emanate from them,” European Journal of Training and Development, vol. 37, no. 1, pp. 49–71, Jan. 2013.
  23. [23]T. Hainey, T. M. Connolly, E. A. Boyle, A. Wilson, and A. Razak, “A systematic literature review of games-based learning empirical evidence in primary education,” Computers & Education, vol. 102, pp. 202–223, Nov. 2016.
  24. [24]P. Hämäläinen, X. Ma, J. Takatalo, and J. Togelius, “Predictive Physics Simulation in Game Mechanics,” 2017, pp. 497–505.
  25. [25]M. Hendrikx, S. Meijer, J. Van Der Velden, and A. Iosup, “Procedural content generation for games: A survey,” ACM Transactions on Multimedia Computing, Communications, and Applications, vol. 9, no. 1, pp. 1–22, Feb. 2013.
  26. [26]R. Hunicke, M. LeBlanc, and R. Zubek, “MDA: A Formal Approach to Game Design and Game Research,” p. 5.
  27. [27]I. Iacovides, P. McAndrew, E. Scanlon, and J. Aczel, “The gaming involvement and informal learning framework,” Simulation & Gaming, vol. 45, no. 4–5, pp. 611–626, 2014.
  28. [28]P. Lameras, S. Arnab, I. Dunwell, C. Stewart, S. Clarke, and P. Petridis, “Essential features of serious games design in higher education: Linking learning attributes to game mechanics: Essential features of serious games design,” British Journal of Educational Technology, vol. 48, no. 4, pp. 972–994, Jun. 2017.
  29. [29]H. B. Lisboa, “3D VIRTUAL ENVIRONMENTS FOR MANUFACTURING AUTOMATION,” vol. 6, p. 9, 2014.
  30. [30]R. Lopes, T. Tutenel, and R. Bidarra, “Using gameplay semantics to procedurally generate player-matching game worlds,” 2012, pp. 1–8.
  31. [31]S. D. Mohanty and S. Cantu, “Teaching introductory undergraduate physics using commercial video games,” Physics Education, vol. 46, no. 5, p. 570, 2011.
  32. [32]S. Moser, J. Zumbach, and I. Deibl, “The effect of metacognitive training and prompting on learning success in simulation-based physics learning,” Science Education, vol. 101, no. 6, pp. 944–967, Nov. 2017.
  33. [33]C. Peach, D. Rohrick, D. Kilb, J. Orcutt, E. Simms, and J. Driscoll, “DEEP learning: Promoting informal STEM learning through ocean research videogames,” in Oceans-San Diego, 2013, 2013, pp. 1–4.
  34. [34]J.-N. Proulx, M. Romero, and S. Arnab, “Learning Mechanics and Game Mechanics Under the Perspective of Self-Determination Theory to Foster Motivation in Digital Game Based Learning,” Simulation & Gaming, vol. 48, no. 1, pp. 81–97, Feb. 2017.
  35. [35]M. Qian and K. R. Clark, “Game-based Learning and 21st century skills: A review of recent research,” Computers in Human Behavior, vol. 63, pp. 50–58, Oct. 2016.
  36. [36]S. Sampayo-Vargas, C. J. Cope, Z. He, and G. J. Byrne, “The effectiveness of adaptive difficulty adjustments on students’ motivation and learning in an educational computer game,” Computers & Education, vol. 69, pp. 452–462, Nov. 2013.
  37. [37]M. Shaker, M. H. Sarhan, O. A. Naameh, N. Shaker, and J. Togelius, “Automatic generation and analysis of physics-based puzzle games,” 2013, pp. 1–8.
  38. [38]N. Shaker, M. Nicolau, G. N. Yannakakis, J. Togelius, and M. O’Neill, “Evolving levels for Super Mario Bros using grammatical evolution,” 2012, pp. 304–311.
  39. [39]G. Smith, “Understanding procedural content generation: a design-centric analysis of the role of PCG in games,” 2014, pp. 917–926.
  40. [40]V. Wendel, M. Gutjahr, S. Göbel, and R. Steinmetz, “Designing collaborative multiplayer serious games: Escape from Wilson Island—A multiplayer 3D serious game for collaborative learning in teams,” Education and Information Technologies, vol. 18, no. 2, pp. 287–308, Jun. 2013.
  41. [41]K. A. Wilson et al., “Relationships Between Game Attributes and Learning Outcomes: Review and Research Proposals,” Simulation & Gaming, vol. 40, no. 2, pp. 217–266, Apr. 2009.
  42. [42]J.-C. Woo, “Digital Game-Based Learning Supports Student Motivation, Cognitive Success, and Performance Outcomes.,” Journal of Educational Technology & Society, vol. 17, no. 3, 2014.
  43. [43]G. N. Yannakakis and J. Togelius, “Experience-Driven Procedural Content Generation,” IEEE Transactions on Affective Computing, vol. 2, no. 3, pp. 147–161, Jul. 2011.

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