LÄHTEET

Pol­ku­ja pe­lin­o­mai­sen op­pi­mi­sen vii­dak­koon: Pe­lien ja op­pi­mi­sen kes­kei­siä kä­sit­tei­tä.

Tuu­la Nou­si­ai­nen, Ago­ra Cen­ter, Jy­väs­ky­län yli­o­pis­to:

Ang, C. S., Zap­hi­ris, P. & Wil­son, S. (2010). Com­pu­ter ga­mes and so­ci­o­cul­tu­ral play: An ac­ti­vi­ty the­o­re­ti­cal pers­pec­ti­ve. Ga­mes and Cul­tu­re 5 (4), 354–380.

Ber­tels­mann Foun­da­ti­on & AOL Time War­ner Foun­da­ti­on. (2002). Whi­te Pa­per: 21st Cen­tu­ry Li­te­ra­cy in a Con­ver­gent Me­dia World. Ber­lin, Ger­ma­ny. http://su­e­cu­lig.com/di­gi­tal/web_de­sign/21cen­tu­ry/whi­te /Whi­te­Pa­pe­rEng­lish.pdf

Bart­le, R. (1996). He­arts, Clubs, Di­a­monds, Spa­des: Play­ers Who Suit MUDs. Jour­nal of MUD Re­se­arch 1 (1).

Bink­ley, M., Ers­tad, O., Her­man, J., Rai­zen, S., Rip­ley, M., Mil­ler-Ric­ci, M. & Rumb­le, M. (2012). De­fi­ning twen­ty-first cen­tu­ry skills. Te­ok­ses­sa P. Grif­fin, B. McGaw & E. Care (toim.) As­sess­ment and te­ac­hing of 21st cen­tu­ry skills. Dord­recht: Sprin­ger, 17–66.

Breu­er, J. & Ben­te, G. (2010). Why so se­ri­ous? On the re­la­ti­on of se­ri­ous ga­mes and le­ar­ning. Elu­da­mos, Jour­nal of Com­pu­ter Game Cul­tu­re 4 (1), 7–24.

Bruck­man, A. (1999). Can edu­ca­ti­o­nal be fun? Pa­per pre­sen­ted at the Game De­ve­lo­pers Con­fe­ren­ce ’99, San Jose, CA.

Chars­ky, D. & Mims, C. (2008). In­teg­ra­ting com­mer­ci­al off-the‐shelf vi­deo ga­mes into school cur­ri­cu­lums. Tech Trends: Lin­king Re­se­arch and Prac­ti­ce to Imp­ro­ve Le­ar­ning 52 (5), 38–44.

Con­nol­ly, T.M., Boy­le, E. A., Ma­cArt­hur, E., Hai­ney, T. and Boy­le, J. M. (2012). A sys­te­ma­tic li­te­ra­tu­re re­view of em­pi­ri­cal evi­den­ce on com­pu­ter ga­mes and se­ri­ous ga­mes. Com­pu­ters & Edu­ca­ti­on, 59 (2), 661–686.

Coy, S. (2013). Kodu Game Lab, A Few Les­sons Le­ar­ned. XRDS 19 (4), 44–47.

De Frei­tas, S. (2006). Le­ar­ning in Im­mer­si­ve worlds: A re­view of game-ba­sed le­ar­ning. Lon­don: Joint In­for­ma­ti­on Sys­tems Com­mit­tee.

De Frei­tas, S. & Oli­ver, M. (2006). How can exp­lo­ra­to­ry le­ar­ning with ga­mes and si­mu­la­ti­ons wit­hin the cur­ri­cu­lum be most ef­fec­ti­ve­ly eva­lu­a­ted?  Com­pu­ters & Edu­ca­ti­on 46 (3), 249–264.

De­ter­ding, S., Di­xon, D., Kha­led, R, & Nac­ke, L. (2011). From game de­sign ele­ments to ga­me­ful­ness: de­fi­ning ”ga­mi­fi­ca­ti­on”. In MindT­rek ’11 – Pro­cee­dings of the 15th In­ter­na­ti­o­nal Aca­de­mic MindT­rek Con­fe­ren­ce: En­vi­si­o­ning Fu­tu­re Me­dia En­vi­ron­ments, 9-15.

Di­xon, D. (2011). Play­er Ty­pes and Ga­mi­fi­ca­ti­on. Pa­per pre­sen­ted at the CHI 2011 Work­shop Ga­mi­fi­ca­ti­on: Using Game De­sign Ele­ments in Non-Game Con­texts, Van­cou­ver, Ca­na­da.

Domín­gu­ez, A., Sa­enz-de-Na­var­re­te, J., de-Mar­cos, L., Fernán­dez-Sanz, L., Pagés, C. & Martí­nez-Herráiz, J.-J. (2013). Ga­mi­fying le­ar­ning ex­pe­rien­ces: Prac­ti­cal imp­li­ca­ti­ons and out­co­mes. Com­pu­ters & Edu­ca­ti­on 63, 380–392.

Don­di, C. & Mo­ret­ti, M. (2007). A met­ho­do­lo­gi­cal pro­po­sal for le­ar­ning ga­mes se­lec­ti­on and qu­a­li­ty as­sess­ment. Bri­tish Jour­nal of Edu­ca­ti­o­nal Tech­no­lo­gy 38 (3), 502–512.

Dond­lin­ger, M.J. 2007. Edu­ca­ti­o­nal Vi­deo Game De­sign: A Re­view of the Li­te­ra­tu­re. Jour­nal of App­lied Edu­ca­ti­o­nal Tech­no­lo­gy 4 (1), 21–31.

Dris­coll, M. P. (1994). Psyc­ho­lo­gy of le­ar­ning for inst­ruc­ti­on. Bos­ton: Al­lyn & Ba­con.

Egen­feldt-Niel­sen, S. (2007). Third Ge­ne­ra­ti­on Edu­ca­ti­o­nal Use of Com­pu­ter Ga­mes. Jour­nal of Edu­ca­ti­o­nal Mul­ti­me­dia and Hy­per­me­dia 16 (3), 263–281.

Egen­feldt-Niel­sen, S. (2011). What Ma­kes a Good Le­ar­ning Game? Going beyond edu­tain­ment. eLe­arn 2011 (2). http://ele­arn­mag.acm.org/arc­hi­ve.cfm?aid=1943210

Eu­ro­pe­an Com­mis­si­on. (2007). Key Com­pe­ten­ces for Li­fe­long Le­ar­ning. Eu­ro­pe­an Re­fe­ren­ce Fra­me­work. Lu­xem­bourg: Of­fi­ce for Of­fi­ci­al Pub­li­ca­ti­ons of the Eu­ro­pe­an Com­mu­ni­ties. http://ec.eu­ro­pa.eu/dgs/edu­ca­ti­on_cul­tu­re/publ/pdf/ll-le­ar­ning/key­comp_en.pdf

Fis­her, S. (2011). Playing with World War II: A small-sca­le stu­dy of le­ar­ning in vi­deo ga­mes. Lo­a­ding… Jour­nal of the Ca­na­di­an Game Stu­dies As­so­ci­a­ti­on 5 (8), 71–89.

Fris­toe, T., Den­ner, J., Mac­Lau­rin, M., Ma­te­as, M. & Ward­rip-Fruin, N. (2011). Say it with sys­tems: ex­pan­ding Kodu’s exp­res­si­ve po­wer through gen­der-inc­lu­si­ve mec­ha­nics. Pro­cee­dings of the 6th In­ter­na­ti­o­nal Con­fe­ren­ce on Foun­da­ti­ons of Di­gi­tal Ga­mes, Bor­de­aux, Fran­ce, 227–234.

Ge­or­ge, S., La­voué, É. & Mon­ter­rat, B. (2013). An En­vi­ron­ment to Sup­port Col­la­bo­ra­ti­ve Le­ar­ning by Mod­ding. Te­ok­ses­sa Sca­ling up Le­ar­ning for Sus­tai­ned Im­pact – Pro­cee­dings of 8th Eu­ro­pe­an Con­fe­ren­ce on Tech­no­lo­gy En­han­ced Le­ar­ning, EC-TEL 2013, Pap­hos, Cyp­rus, 111–124.

Grif­fin, P., Care, E. & McGaw, B. (2012). The chan­ging role of edu­ca­ti­on and schools. Te­ok­ses­sa P. Grif­fin, B. McGaw & E. Care (toim.) As­sess­ment and te­ac­hing of 21st cen­tu­ry skills. Dord­recht: Sprin­ger, 1–15.

Ha­ma­ri, J. & Koi­vis­to, J. (2013). So­ci­al Mo­ti­va­ti­ons to Use Ga­mi­fi­ca­ti­on: an Em­pi­ri­cal Stu­dy of Ga­mi­fying Exer­ci­se. Pro­cee­dings of the Eu­ro­pe­an Con­fe­ren­ce on In­for­ma­ti­on Sys­tems (ECIS) 2013, Ut­recht, The Net­her­lands.

Hu­e­mer, S. (2009). Trai­ning re­a­ding skills : to­wards flu­en­cy. Väi­tös­kir­ja. Jy­väs­kylä Stu­dies in Edu­ca­ti­on, Psyc­ho­lo­gy and So­ci­al Re­se­arch, 360. Jy­väs­ky­län yli­o­pis­to.

Jen­kins, H., Clin­ton, K., Pu­rus­hot­ma, R., Ro­bi­son, A. & Wei­gel, M. (2006). Conf­ron­ting the Chal­len­ges of Par­ti­ci­pa­to­ry Cul­tu­re: Me­dia Edu­ca­ti­on for the 21st Cen­tu­ry. Chi­ca­go: The John D. and Cat­he­ri­ne T. Ma­cArt­hur Foun­da­ti­on.

Juul, J. (2003). The Game, the Play­er, the World: Loo­king for a He­art of Ga­me­ness. Te­ok­ses­sa Co­pier, M. & Ra­es­sens, J. (toim.) Le­vel Up: Di­gi­tal Ga­mes Re­se­arch Con­fe­ren­ce Pro­cee­dings, Ut­recht: Ut­recht Uni­ver­si­ty, 30–45.

Ka­fai, Y. B. (2006). Playing and Ma­king Ga­mes for Le­ar­ning: Inst­ruc­ti­o­nist and Const­ruc­ti­o­nist Pers­pec­ti­ves for Game Stu­dies. Ga­mes and Cul­tu­re 1 (1), 36–40

Kii­li, K. (2008). Te­ac­her’s role in Me­dia De­tec­ti­ve game: com­mu­ni­ca­ti­on through non-play­er game cha­rac­ters. Pro­cee­dings of ED-ME­DIA 2008, World Con­fe­ren­ce on Edu­ca­ti­o­nal Mul­ti­me­dia, Hy­per­me­dia & Te­le­com­mu­ni­ca­ti­ons, Vien­na, Aust­ria, 5248–5255.

Lee, J. J. & Ham­mer, J. (2011). Ga­mi­fi­ca­ti­on in Edu­ca­ti­on: What, How, Why Bot­her? Aca­de­mic Exc­han­ge Qu­ar­ter­ly, 15 (2).

Lo­ve­less, A. M. (2007). Cre­a­ti­vi­ty, tech­no­lo­gy and le­ar­ning – a re­view of re­cent li­te­ra­tu­re. Re­port 4 up­da­te. Fu­tu­re­lab Se­ries.http://arc­hi­ve.fu­tu­re­lab.org.uk/re­sour­ces/do­cu­ments/lit_re­views/Cre­a­ti­vi­ty_Re­view_up­da­te.pdf

Lyy­ti­nen, H., Ro­ni­mus, M., Alan­ko, A, Poik­keus, A.-M., & Taa­ni­la, M. (2007). Ear­ly iden­ti­fi­ca­ti­on of dys­le­xia and the use of com­pu­ter game-ba­sed prac­ti­ce to sup­port re­a­ding ac­qui­si­ti­on. Nor­dic Psyc­ho­lo­gy, 59, 109–126.

Mac­Lau­rin, M.B. (2011). The De­sign of Kodu: a Tiny Vi­su­al Prog­ram­ming Lan­gu­a­ge for Child­ren on the Xbox 360. Pro­cee­dings of the 38th an­nu­al ACM SIGP­LAN-SI­GACT sym­po­sium on Prin­cip­les of prog­ram­ming lan­gu­a­ges (POPL ’11). New York: ACM, 241–246.

Mag­nus­sen, R. (2008). Rep­re­sen­ta­ti­o­nal In­qui­ry in Scien­ce Le­ar­ning Ga­mes. PhD The­sis. Uni­ver­si­ty of Aar­hus.

Mic­ha­el, D. & Chen, S. (2006). Se­ri­ous ga­mes: Ga­mes that edu­ca­te, train, and in­form. Bos­ton: Thom­son.

Mä­ke­lä, T., Myl­lä­ri, J., Nur­me­la, K., Kan­kaan­ran­ta, M., Nou­si­ai­nen, T., Ve­si­sen­aho, M. & Björk­lund, K. (2013). The De­sign and Use of a Math Le­ar­ning Game in Real-life Edu­ca­ti­o­nal Con­texts. Te­ok­ses­sa Vi­te­li, J. & Öst­man, A. (toim.) Tuo­vi 11: In­ter­ak­tii­vi­nen tek­niik­ka kou­lu­tuk­ses­sa 2013-kon­fe­rens­sin tut­ki­ja­ta­paa­mi­sen ar­tik­ke­lit. TRIM Re­se­arch Re­ports 9. Tam­pe­re: Tam­pe­reen yli­o­pis­to, 136–142.

Mäy­rä, F. (2007). The Con­tex­tu­al Game Ex­pe­rien­ce: On the So­cio-Cul­tu­ral Con­texts for Me­a­ning in Di­gi­tal Play. Si­tu­a­ted Play: Pro­cee­dings of DiG­RA 2007 Con­fe­ren­ce, 810–814.

No­lan, J. & McBri­de, M. (2013). Beyond ga­mi­fi­ca­ti­on: re­con­cep­tu­a­li­zing game-ba­sed le­ar­ning in ear­ly child­hood en­vi­ron­ments. In­for­ma­ti­on, Com­mu­ni­ca­ti­on & So­cie­ty. http://dx.doi.org/10.1080/1369118X.2013.808365

Nou­si­ai­nen, T. (2008). Child­ren’s In­vol­ve­ment in the De­sign of Game-Ba­sed Le­ar­ning En­vi­ron­ments. Väi­tös­kir­ja. Jy­väs­kylä Stu­dies in Com­pu­ting 95, Jy­väs­kylä: Uni­ver­si­ty of Jy­väs­kylä.

Pa­pert, S. (1998). Does Easy Do It? Child­ren, Ga­mes, and Le­ar­ning. Game De­ve­lo­per Ma­ga­zi­ne, 88.

Port­now, J. (2008). The Po­wer of Tan­gen­ti­al Le­ar­ning. EDGE On­li­ne, Sep­tem­ber 2008. http://www.edge-on­li­ne.com/fe­a­tu­res/po­wer-tan­gen­ti­al-le­ar­ning

Prens­ky, M. (2007). Di­gi­tal Game-Ba­sed Le­ar­ning. St. Paul: Pa­ra­gon Hou­se.

Prens­ky, M. (2008). Stu­dents as de­sig­ners and cre­a­tors of edu­ca­ti­o­nal com­pu­ter ga­mes: Who else? Bri­tish Jour­nal of Edu­ca­ti­o­nal Tech­no­lo­gy 39 (6), 1004–1019.

Rit­ter­feld, U., Cody, M. & Vor­de­rer, P. (2009). Int­ro­duc­ti­on. Te­ok­ses­sa Rit­ter­feld, U., Cody, M. & Vor­de­rer, P. (toim.) Se­ri­ous Ga­mes: Mec­ha­nisms and Ef­fects. New York: Rout­led­ge, 3–9.

Ro­bert­son, J. (2012). Ma­king ga­mes in the class­room: be­ne­fits and gen­der con­cerns. Com­pu­ters & Edu­ca­ti­on 59 (2), 385–398.

Sa­len, K. & Zim­mer­man, E. (2004). Ru­les of Play: Game De­sign Fun­da­men­tals. Camb­rid­ge: MIT Press.

Shu­te, V. J. (2011). Ste­alth as­sess­ment in com­pu­ter-ba­sed ga­mes to sup­port le­ar­ning. Te­ok­ses­sa To­bi­as, S. & Fletc­her, J. D. (toim.) Com­pu­ter ga­mes and inst­ruc­ti­on. Char­lot­te: In­for­ma­ti­on Age Pub­lis­hers, 503–524.

Te­ra­wa­ki, Y., Shi­mo­hi­gos­hi, T., Wa­ta­na­be, M., Ka­ma­da, T., Ko­da­ma Y. & Yana, K. (2013). De­sign and De­ve­lop­ment of ePort­fo­lio Using Ga­mi­fi­ca­ti­on to Inc­re­a­se En­ga­ge­ment. Pro­cee­dings of the 19th In­ter­na­ti­o­nal Con­fe­ren­ce on Dis­tan­ce Edu­ca­ti­on Tech­no­lo­gy DET2013, 95–99.

Tyn­jä­lä, P. (1999). Op­pi­mi­nen tie­don ra­ken­ta­mi­se­na: konst­ruk­ti­vis­ti­sen op­pi­mis­kä­si­tyk­sen pe­rus­tei­ta. Hel­sin­ki: Kir­ja­yh­ty­mä.

Uus­kos­ki, O. (2011). Playing vi­deo ga­mes: A was­te of time… or not? Exp­lo­ring the con­nec­ti­on bet­ween playing vi­deo ga­mes and Eng­lish gra­des. Pro gra­du -tut­kiel­ma. Hel­sin­ki: Hel­sin­gin yli­o­pis­to.

Van Eck, R. (2006). Di­gi­tal Game- Ba­sed Le­ar­ning: It’s Not Just the Di­gi­tal Na­ti­ves Who Are Rest­less. EDU­CAU­SE Re­view, 41 (2), 16–30.

Vos, N., van der Meij­den, H. & De­nes­sen, E. (2011). Ef­fects of const­ruc­ting ver­sus playing an edu­ca­ti­o­nal game on stu­dent mo­ti­va­ti­on and deep le­ar­ning stra­te­gy use. Com­pu­ters & Edu­ca­ti­on 56 (1), 127–137.

Wu, W.-H., Chi­ou, W.-B., Kao, H.-Y., Hu, C.-H. A. & Hu­ang, S.-H. (2012). Re-exp­lo­ring game-as­sis­ted le­ar­ning re­se­arch: The pers­pec­ti­ve of le­ar­ning the­o­re­ti­cal ba­ses. Com­pu­ters & Edu­ca­ti­on 59 (4), 1153–1161.

Yang, Y.-T. C. & Chang, C.-H. (2013). Em­po­we­ring stu­dents through di­gi­tal game aut­hors­hip: En­han­cing con­cent­ra­ti­on, cri­ti­cal thin­king, and aca­de­mic ac­hie­ve­ment. Com­pu­ters & Ed

Mikä saa käyt­tä­mään pe­le­jä ope­tuk­ses­sa? Tu­lok­sia opet­ta­jil­le suun­na­tus­ta ky­se­lys­tä

Tuu­la Nou­si­ai­nen, Ago­ra Cen­ter, Jy­väs­ky­län yli­o­pis­to

Chars­ky, D. & Mims, C. (2008). In­teg­ra­ting com­mer­ci­al off-the‐shelf vi­deo ga­mes into school cur­ri­cu­lums. Tech Trends: Lin­king Re­se­arch and Prac­ti­ce to Imp­ro­ve Le­ar­ning 52 (5), 38–44.

Con­nol­ly, T.M., Boy­le, E. A., Ma­cArt­hur, E., Hai­ney, T. and Boy­le, J. M. (2012). A sys­te­ma­tic li­te­ra­tu­re re­view of em­pi­ri­cal evi­den­ce on com­pu­ter ga­mes and se­ri­ous ga­mes. Com­pu­ters & Edu­ca­ti­on 59 (2), 661–686.

Ge­or­ge, S., La­voué, É. & Mon­ter­rat, B. (2013). An En­vi­ron­ment to Sup­port Col­la­bo­ra­ti­ve Le­ar­ning by Mod­ding. Te­ok­ses­sa Sca­ling up Le­ar­ning for Sus­tai­ned Im­pact – Pro­cee­dings of 8th Eu­ro­pe­an Con­fe­ren­ce on Tech­no­lo­gy En­han­ced Le­ar­ning, EC-TEL 2013, Pap­hos, Cyp­rus, 111–124.

Ka­fai, Y. B. (2006). Playing and Ma­king Ga­mes for Le­ar­ning: Inst­ruc­ti­o­nist and Const­ruc­ti­o­nist Pers­pec­ti­ves for Game Stu­dies. Ga­mes and Cul­tu­re 1 (1), 36–40

Kan­kaan­ran­ta, M., Mik­ko­nen, I. & Vähä­hyyp­pä, K. (toim.) (2012). Tut­kit­tua tie­toa op­pi­mis­ym­pä­ris­töis­tä: Tie­to- ja vies­tin­tä­tek­nii­kan käyt­tö ope­tuk­ses­sa. Hel­sin­ki: Ope­tus­hal­li­tus.

Lin­na­kylä, A. & Nur­me­la, K. (2012). Tie­to- ja vies­tin­tä­tek­nis­ten lait­teis­to­jen ja oh­jel­mis­to­jen käyt­tö ope­tuk­ses­sa. Te­ok­ses­sa Kan­kaan­ran­ta, M., Mik­ko­nen, I. & Vähä­hyyp­pä, K. (toim.) Tut­kit­tua tie­toa op­pi­mis­ym­pä­ris­töis­tä: Tie­to- ja vies­tin­tä­tek­nii­kan käyt­tö ope­tuk­ses­sa. Hel­sin­ki: Ope­tus­hal­li­tus, 34–56.

Ro­bert­son, J. (2012). Ma­king ga­mes in the class­room: be­ne­fits and gen­der con­cerns. Com­pu­ters & Edu­ca­ti­on 59 (2), 385–398.

Van Eck, R. (2006). Di­gi­tal Game- Ba­sed Le­ar­ning: It’s Not Just the Di­gi­tal Na­ti­ves Who Are Rest­less. EDU­CAU­SE Re­view 41 (2), 16–30.

Vos, N., van der Meij­den, H. & De­nes­sen, E. (2011). Ef­fects of const­ruc­ting ver­sus playing an edu­ca­ti­o­nal game on stu­dent mo­ti­va­ti­on and deep le­ar­ning stra­te­gy use. Com­pu­ters & Edu­ca­ti­on 56 (1), 127–137.

Yang, Y.-T. C. & Chang, C.-H. (2013). Em­po­we­ring stu­dents through di­gi­tal game aut­hors­hip: En­han­cing con­cent­ra­ti­on, cri­ti­cal thin­king, and aca­de­mic ac­hie­ve­ment. Com­pu­ters & Edu­ca­ti­on 68, 334–344.

Löy­tö­ret­kil­lä toi­ses­sa maa­il­mas­sa, vol 3Lau­ri Pirk­ka­lai­nen & Pet­ri Lou­nas­kor­pi (toim.), 04/201731.3.2017