Академический Документы
Профессиональный Документы
Культура Документы
Shute, V.J. and Becker, B.J., 2010. Prelude- Assessment for the 21st century. In
Innovative Assessment for the 21st Century (pp. 1-11). Springer US.
Griffin, P., McGaw, B. and Care, E., 2012. Assessment and teaching of 21st
century skills (p. 36). Dordrecht: Springer.
Stamatis, D.H., 2011. 10 Essentials for High Performance Quality in the 21st
Century. CRC Press.
Ifenthaler, D., Eseryel, D. and Ge, X., 2012. Assessment for game-based learning.
In Assessment in game-based learning (pp. 1-8). Springer New York.
Wood, L.C., Ters, H. and Reiners, T., 2013. The role of gamification and game-
based learning in authentic assessment within virtual environments.
Sari 2014.
Putra,dkk 2014.
Cutumisu, M., Blair, K.P., Chin, D.B. and Schwartz, D.L., 2015. Posterlet A
game-based assessment of childrens choices to seek feedback and to revise.
Journal of Learning Analytics, 2(1), pp.49-71.
Kim, Y.J., Almond, R.G. and Shute, V.J., 2016. Applying Evidence-Centered
Design for the Development of Game-Based Assessments in Physics Playground.
International Journal of Testing, 16(2), pp.142-163.
Institute of Play. 2012. Q desain pack games and learning. diakses 26 November
2016 melalui http://www.instituteofplay.org/wp-
content/uploads/2013/09/IOP_QDesignPack_GamesandLearning_1.0.pdf
Silva, E.D., Macedo, M., Teixeira, C., Lanzer, E. and Graziani, .P., 2017. Game-
Based Learning: Analysis of Students Motivation, Performance, and
Drop Out in a Production Engineering Course. In Advances in Human
Factors, Business Management, Training and Education (pp. 933-945).
Springer International Publishing.
Haya, F.D., Waskito, S. and Fauzi, A., 2014. Pengembangan media pembelajaran
gasik (game fisika asik) untuk siswa kelas viii Sekolah Menengah
Pertama. Jurnal Pendidikan Fisika, 2(1).
Partnership for 21st Century Skills. 2006. Results that matter: 21st century skills
and high school reform . diakses 26 November 2016 melalui
http://www.p21.org/documents/RTM2006.pdf.
Black, P. J., & Wiliam, D. (1998). Inside the black box: Raising standards through
classroom assessment. London, UK: Kings College London School of
Education.
Black, P., Harrison, C., Lee, C., Marshall, B., & Wiliam, D. (2002). Working
inside the black box. London, UK: Kings College London School of
Education.
Dempsey, J.V., Haynes, L.L., Lucassen, B.A., & Casey, M.S. 2002. Forty simple
computer games and what they could mean to educators. Simulation &
Gaming, 33 (2), 157168.
Dikkers, S. 2015. Teacher Craft: How Teachers Learn to Use MineCraft in Their
Classrooms. Lulu.com
Gee, J. P. (2003). What video games have to teach us about learning and literacy.
ACM Computers in Entertainment, 1(1), 14.
Gee, J.P. 2003. What digital games have to teach us about learning and literacy .
New York: Palgrave Macmillan.
Griffin, P., McGaw, B. and Care, E., 2012. Assessment and teaching of 21st
century skills.
Hamari, J., Shernoff, D.J., Rowe, E., Coller, B., Asbell-Clarke, J. and Edwards, T.,
2016. Challenging games help students learn: An empirical study on
engagement, flow and immersion in game-based learning. Computers in
Human Behavior, 54, pp.170-179.
Hirsh-Pasek, K., Golinkoff, R. M., dan Eyer, D. E. (2003). Einstein never used
flashcards: How our children really learn and why they need to play
more and memorize less. Rosedale.
Isaacs, 2015. The Difference between Gamification and Game-Based Learning.
Diakses 26 November 2016 melalui http://inservice.ascd.org/the-
difference-between-gamification-and-game-based-learning/
Jull, J. 2003. The Game, the Player, the World: Looking for a Heart of
Gameness. Dalam Proceedings of Level Up: Digital Games Research
Conference, hal. 3045.
Landers, R.N., dan Rachel, C.C. 2011. Casual Social Games as Serious Games:
The Psychology of Gamification in Undergraduate Education and
Employee Training. Dalam M. Ma et. al. (eds.). Serious Games and
Edutainment Applications. London: Springer.
McGonigal, J. 2011. Reality is broken: Why games make us better and how they
can change the world . New York: Penguin Press.
Shaffer, D.W., Squire, K.A., Halverson, R., & Gee, J. P. 2005. Digital games and
the future of learning. Phi Delta Kappan, 87 (2), 104111.
Shute, V.J. 2007. Tensions, trends, tools, and technologies: Time for an
educational sea change. In C. A. Dwyer (Ed.), The future of assessment:
Shaping teaching and learning (pp. 139187). New York: Lawrence
Erlbaum/Taylor & Francis.
Shute, V.J., Rieber, L. and Van Eck, R., 2011. Games... and... learning. Trends and
issues in instructional design and technology, 3.
Wood, L.C., Ters, H. and Reiners, T., 2013. The role of gamification and game-
based learning in authentic assessment within virtual environments.
Zigler, E. F., Singer, D. G., dan Bishop-Josef, S. J. (2004). Childrens play, the
roots of reading. Washington, DC, US: ZERO TO THREE/National
Center for Infants, Toddlers and Families.