| ปี พ.ศ. 2559 |
| 1 |
Gamifying the Classroom: Pros and Cons |
| 2 |
Selection Criteria for Using Commercial Off the Shelf Games (COTS) for Learning |
| ปี พ.ศ. 2558 |
| 3 |
Practical gamification |
| 4 |
Implementing Reigeluth’s Paradigm |
| 5 |
Inclusive Curriculum Re-Design in the Social Network Era |
| 6 |
4PEG: A Structured Rating System for Games for Learning |
| 7 |
Gamifying an M.Ed. Course: A Post-Mortem |
| ปี พ.ศ. 2557 |
| 8 |
Walking Backwards in to the Future: Ensuring the Success of Games for Learning |
| 9 |
Gene Rummy: A Card Game About Mendelian Genetics |
| 10 |
Gamification: A Different Paradigm of Pedagogy |
| 11 |
The Virtue of Failure: Designing Games You Can’t Win for Learning |
| 12 |
4 pillars of DGBL: a structured rating system for games for learning |
| 13 |
Methods of design, an overview of game design techniques |
| 14 |
Gamification: A Different Paradigm of Pedagogy |
| 15 |
Gamification: A Different Paradigm of Pedagogy |
| 16 |
Walking the Talk : Signature Pedagogies and Metateaching in Graduate-Level Education Courses |
| 17 |
4 Pillars of DGBL: A Structured Rating System for Games for Learning |
| ปี พ.ศ. 2554 |
| 18 |
Studying Commercial Games: Justifying Choices |
| ปี พ.ศ. 2553 |
| 19 |
The Clark-Kozma Debate in the 21-st Century |
| ปี พ.ศ. 2551 |
| 20 |
Design Paradox: Instructional Game Design |
| 21 |
The invention of good games: understanding learning design in commercial video games |
| 22 |
On Choosing Games And What Counts as a “Good” Game |
| 23 |
On the Evolution of Games |
| 24 |
Video Game Pedagogy: Good Games = Good Pedagogy |
| 25 |
The Invention of Good Games: Understanding Learning Design in Commercial Videogames |
| ปี พ.ศ. 2550 |
| 26 |
Play is the Beginning of Knowledge |
| 27 |
Battle of the Titans: Mario vs. MathBlaster |
| 28 |
Teaching Teachers about Serious Games |
| 29 |
Serious Games + Computer Science = Serious CS |
| 30 |
The Impact of Game Development in the Undergraduate Curriculum |
| 31 |
The Missing Link: A Methodology for Analyzing Design through Behaviour in Games |
| 32 |
Using Elluminate in CS |
| 33 |
An afternoon of play : introduction to video game literacy |
| 34 |
Teaching in a Virtual World |
| 35 |
The Importance of Being Earnest |
| 36 |
An Hour of Play: The Current State of the Art in Gaming and Games for Learning |
| 37 |
How Games can Enhance Learning & Elearning: There's More to Video Games Than you Think |
| ปี พ.ศ. 2549 |
| 38 |
On The Pedagogy of Commercial Video Games |
| 39 |
Classifying Learning Objectives in Commercial Video Games |
| 40 |
Teaching with Games, Once Removed |
| 41 |
An Hour of Play |
| 42 |
A Psycho-Cultural Approach to Video Games |
| 43 |
Classifying Learning Objectives in Commercial Games, Proof of Concept |
| 44 |
Death to Deadlines: A 21st Century Look at the Use of Deadlines and Late Penalties in Programming Assignments |
| 45 |
Encouraging CS Novices to Write |
| 46 |
Digital games as simulations |
| 47 |
Design Paradox: Instructional Games |
| 48 |
First Principles of CS Instruction |
| 49 |
Pedagogy in Commercial Video Games |
| 50 |
Games for encapsulation and promotion of Native Cultures, or, Technical aspects of a system for teaching Aboriginal Languages using a Game Boy |
| 51 |
1st principles of CS instruction |
| ปี พ.ศ. 2548 |
| 52 |
Are you game? : the future of learning with technology |
| 53 |
How Are Games Educational? Learning Theories Embodied in Games |
| 54 |
Games for learning : are schools ready for what's to come? |
| 55 |
Games and Learning Styles |
| 56 |
All I ever needed to know about programming, I learned from re-writing classic arcade games : Future Play |
| 57 |
Technical Aspects of a System for Teaching Aboriginal Languages Using a Game Boy Future Play |
| 58 |
Cutting Edge Research by Undergraduates on a Shoestring? |
| 59 |
The Pedagogy of Commercial Video Games |
| 60 |
Game Communities for Learning : Presentation |
| ปี พ.ศ. 2547 |
| 61 |
Mental Models: Idea to Un-reality - Challenges in Translating Mental Models into Virtual Ones: Describing What's in Your Head |
| 62 |
Reconciling a Traditional Syllabus with an Inquiry-Based Introductory Course |
| ปี พ.ศ. 2546 |
| 63 |
Grading Programming Assignments Using Rubrics |
| 64 |
A Multiple Intelligences Approach to Teaching Number Systems |
| 65 |
Measuring the Effectiveness of Constructivist and Behaviourist Assignments in CS102 |
| 66 |
Assignments that Meet the Needs of Exceptional Students without Disadvantaging the Average |
| 67 |
A Multiple Intelligences Approach to Teaching Number Systems |
| ปี พ.ศ. 2544 |
| 68 |
Teaching with games : the Minesweeper and
Asteroids experience. |
| ปี พ.ศ. 2543 |
| 69 |
A tool for teaching advanced data structures to computer science students : an overview of the BDP system |
| 70 |
Using the Web to support a traditional lecture-based course |
| ปี พ.ศ. 2526 |
| 71 |
Teaching syntax in an introductory programming course |
| 72 |
Topics and tools in the introductory computer science curriculum |
| 73 |
A microprogramming simulator for instructional use. |