Kilder

  1. Norman, D. A. (1993)
    Things that Make Us Smart: Defending Human Attributes in the Age of the Machine. New York: Addison-Wesley

  2. Carroll, J. M. (1990)
    The Nurnberg Funnel. Cambridge, MA: MIT Press.

  3. Carroll, J. M. (1998)
    Minimalism beyond the Nurnberg Funnel. Cambridge, MA: MIT Press.

  4. Vygotsky, L. S. (1978)
    Mind in Society: The Development of Higher Psychological Processes. Cambridge, MA: Harvard University Press.

  5. Kolb, D. A. and Fry, R. (1975)
    Toward an applied theory of experiential learning. In C. Cooper (ed.) Theories of Group Process, London: John Wiley.

  6. Csíkszentmihályi, M. (1990)
    Flow: The Psychology of Optimal Experience. New York: Harper and Row.

  7. Emmelkamp, P. M. G., Bruynzeel, M., Drost, L., van der Mast, C. A. P. G. (2001)
    Virtual Reality treatment in acrophobia: a comparison with exposure in vivo. Cyberpsychology & Behavior. June 2001, 4(3): 335-339.

  8. ISSA (International Sports Sciences Association) Press Release (2007) Health, Fitness Clubs Look to 'Exertainment' and Interactive Fitness
    Les rapporten

  9. Schmalstieg, D. and Wagner, D. (2007)
    Experiences with Handheld Augmented Reality. Proceedings of the 6th IEE and ACM International Symposium on Mixed and Augmented Reality (ISMAR 2007), 3-15.

  10. Squire, K. (2004)
    Replaying History: Learning World History through Playing Civilization III.
    Les rapporten

  11. Egenfeldt-Nielsen (2007)
    Educational Potential of Computer Games. London: Continuum.

  12. Sandford, R., and Williamson, B. (2004)
    Racing Academy: A Futurelab prototype research report
    Les rapporten

  13. Squire, K. and Jenkins, H. (2004)
    Harnessing the power of games in education. Insight, 3 (5), 7-33.

  14. Kebritchi, M., Hirumi, A. and Bai, H. (2008)
    The Effects of Modern Math Computer Games on Learners’ Math Achievement and Math Course Motivation in a Public High School Setting
    Les rapporten




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