3. Kebritchi, M., & Hirumi, A. (2008). Examining the pedagogical foundations of modern educational video games. Computers & Education, 51(4), 1729-1743.
4. Huang, W. H. Y., & Soman, D. (2013). A practitioner’s guide to game-based learning. The International Journal of Technology and Educational Marketing, 3(3), 9-29.
คู่มือสำหรับผู้ปฏิบัติเกี่ยวกับการเรียนรู้ด้วยเกม
5. Wouters, P., & van der Spek, E. D. (2011). A meta-analytic review of the role of serious games in education. Computers & Education, 59(2), 6-27.
6. Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy. Computers in Human Behavior, 19(1), 119-122.
7. Thomas, J. W. (2000). A Review of Research on Project-Based Learning. The Autodesk Foundation.
8. Kebritchi, M., & Hirumi, A. (2008). Examining the pedagogical foundations of modern educational video games. Computers & Education, 51(4), 1729-1743.
9. Huang, W. H. Y., & Soman, D. (2013). A practitioner’s guide to game-based learning. The International Journal of Technology and Educational Marketing, 3(3), 9-29.
10. Wouters, P., & van der Spek, E. D. (2011). A meta-analytic review of the role of serious games in education. Computers & Education, 59(2), 6-27.
6. Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy. Computers in Human Behavior, 19(1), 119-122.
7. Thomas, J. W. (2000). A Review of Research on Project-Based Learning. The Autodesk Foundation.
8. Kebritchi, M., & Hirumi, A. (2008). Examining the pedagogical foundations of modern educational video games. Computers & Education, 51(4), 1729-1743.
9. Huang, W. H. Y., & Soman, D. (2013). A practitioner’s guide to game-based learning. The International Journal of Technology and Educational Marketing, 3(3), 9-29.
10. Wouters, P., & van der Spek, E. D. (2011). A meta-analytic review of the role of serious games in education. Computers & Education, 59(2), 6-27.