Session Information
16 SES 05B, Network 16 Session 5B
Paper Session
Contribution
Method
Expected Outcomes
References
1.Frand, J. (2000). The information age mindset: changes in students and implications for higher education. Educause Review, 35, 5, 15–24. 2.Gee, J. P. (2003).What video games have to teach us about learning and literacy. NewYork: Palgrave/ Macmillan. 3.Hartmann, K., Klimmt, C.(2006). Gender and Computer Games: Exploring Females’ Dislikes. Journal of Computer-Mediated Communication, 11,4,910-931 4.Oblinger,D, G; Oblinger,J,L (2005). Educating the Net Generation. Retrieved January 1, 2007 http://www.educause.edu/educatingthenetgen in 1 January 2008. 5.Prensky, M. (2001). Digital game based learning. McGraw-Hill: New York. 6.Tüzün (2007). Blending video games with learning: Issues and challenges with classroom implementations in the Turkish context. British Journal of Educational Technology,38, 3, 465–477.
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