REFERENCES
- Annetta , L. A. , Cook , M. and Schultz , M. 2007 . Video games: A vehicle for problem-based learning . The e-Journal of Instructional Science and Technology (e-JIST) , 10 ( 1 ) : 1 – 12 . Retrieved July 21, 2008 from http://www.usq.edu.au/electpub/e-jist/docs/vol10_no1/papers/current_practice/annetta_cook_schultz.htm
- Becta . 2006, July 13 . Computer games in education project Retrieved July 21, 2008 from http://partners.becta.org.uk/index.php?section=rh&rid=13595
- Creswell , J. W. 2003 . Research design: Qualitative, quantitative, and mixed methods approaches ( edition) , 2nd , Thousand Oaks, CA : Sage .
- Dede , C. and Ketelhut , D. 2003 . “ Designing for motivation and usability in a museum-based multi-user virtual environment ” . Retrieved May 1, 2009, from http://muve.gse.harvard.edu/rivercityproject/documents/DedeKetelMUVEaera03final.pdf
- Dewey , J. 1938 . Experience and education , New York : Collier-MacMillan .
- Driver , R. , Asoko , H. , Leach , J. , Mortimer , E. and Scott , P. 1994 . Constructing scientific knowledge in the classroom . Educational Researcher , 23 : 5 – 12 .
- Deubel , P. 2002 . Selecting curriculum-based software: Valuable educational software can help students rise to the challenge of standardized testing and assessment . Learning and Leading with Technology , 29 ( 5 ) : 10 – 16 .
- Federation of American Research Scientists . 2006 . Summit on educational games: Harnessing the power of video games for learning Retrieved July 21, 2008 from http://www.fas.org/gamesummit/Resources/SummitonEducationalGames.pdf
- Gee , J. P. 2003 . What video games have to teach us about learning and literacy . ACM Computers in Entertainment , 1 ( 1 ) : 1 – 4 .
- Gee , J. P. 2007 . What video games have to teach us about learning and literacy , New York : Palgrave Macmillan .
- Hug , B. , Krajcik , J. S. and Marx , R. W. 2005 . Using innovative learning technologies to promote learning and engagement in an urban science classroom . Urban Education , 40 : 446 – 472 .
- Jimoyiannis , A. and Komis , V. 2001 . Computer simulations in physics teaching and learning: A case study on students' understanding of trajectory motion . Computers & Education , 36 : 183 – 204 .
- Kiili , K. 2005 . Digital game-based learning: Towards and experiential gaming model . Internet and Higher Education , 8 : 13 – 24 .
- Kirriemuir , J. and McFarlane , A. 2003 . “ Use of computer and video games in the classroom ” . In Proceedings of Digital Games Research Association (DiGRA) 2003 , Utrecht, , The Netherlands : DiGRA . Retrieved July 21, 2008 from http://www.digra.org/dl/db/05150.28025.pdf
- Levy , R. , Wideman , H. , Owston , R. and Orich , A. 2007 . “ Knight Elimar's last joust: A virtual environment game for promoting literacy across the curriculum ” . In Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2007 , Edited by: Montgomerie , C. and Seale , J. 3632 – 3637 . Chesapeake, VA : Association for the Advancement of Computing in Education (AACE) .
- Ontario Ministry of Education . 2007 . The Ontario curriculum, grades 1–8: Science and technology, 2007 Retrieved January 30, 2009 from http://www.edu.gov.on.ca/eng/curriculum/elementary/scientec18currb.pdf
- Magnussen , R. 2005 . “ Learning games as a platform for simulated science practice ” . In Proceedings of Digital Games Research Association (DiGRA) 2005 , Vancouver, BC : DiGRA . Retrieved July 21, 2008 from http://www.digra.org:8080/Plone/dl/db/06278.37511.pdf
- Muijs , D. 2004 . Doing quantitative research in education: With SPSS , Thousand Oaks, CA : Sage .
- Patton , M. Q. 2002 . Qualitative research and evaluation methods , Thousand Oaks, CA : Sage Publications .
- Pedretti , E. , Mayer-Smith , J. and Woodrow , J. 1998 . Technology, text and talk: Students' perspectives on teaching and learning in a technology-enhanced science classroom . Science Education , 82 : 569 – 589 .
- Prensky , M. 2003 . Digital game-based learning . ACM computers in entertainment , 1 ( 1 ) : 1 – 4 .
- Rice , J. W. 2006 . “ New media resistance: Barriers to implementation of computer video-games in the classroom. Paper presented at the 2006 American Educational Research Association (AERA) ” . Retrieved May 1, 2009 from http://www.eduquery.com/papers/Rice/games/New_Media_Resistance.pdf
- Sandford , R. , Ulicsak , M. , Facer , K. and Rudd , T. 2006 . Teaching with games: Using commercial off-the-shelf computer games in formal education , Futurelab . Retrieved on July 21, 2008 from http://www.futurelab.org.uk/projects/teaching_with_games
- Schwab , J. 1964 . “ Structure of the disciplines: Meanings and significances ” . In The structure of knowledge and the curriculum , Edited by: Ford , G. W. and Pugno , L. Chicago : Rand McNally .
- Shaffer , D. W. 2006 . How computer games help children learn , New York : Pelgrave Macmillan .
- Shaffer , D. W. , Squire , K. R. , Halverson , R. and Gee , J. P. 2004 . Video games and the future of learning Retrieved on October 29, 2007 from http://www.academiccolab.org/resources/gappspaper1.pdf
- Squire , K. 2003 . Video games in education . International Journal of Intelligent Simulations and Gaming , 2 : 49 – 62 .
- Squire , K. D. 2005 . Changing the game: What happens when videogames enter the classroom? . Innovate , 1 ( 6 ) Available online at http://www.innovateonline.info/index.php?view=article&id=82
- Sugar , W. , Crawley , F. and Fine , B. 2004 . Examining teachers' decisions to adopt new technology . Educational Technology and Society , 7 : 201 – 213 .
- Tapscott , D. 1998 . Growing up digital. The rise of the Net Generation , New York : McGraw Hill .
- Webb , M. E. 2005 . Affordances of ICT in science learning: implications for an integrated pedagogy . International Journal of Science Education , 27 : 705 – 735 .
- Vygotsky , L. S. 1978 . Mind in society: The development of higher psychological processes , Edited by: Cole , M. , John-Stciner , V. , Scribner , S. and Souberman , E. Cambridge, MA : Harvard University Press .
- Wertsch , J. V. 1998 . Mind as action , New York : Oxford University Press .
- Zhao , Y. and Cziko , G. 2001 . Teacher adoption of technology: A perceptual control theory perspective . Journal of Technology and Teacher Education , 9 : 5 – 30 .