1 |
R. D. Agustin, "Kerangka Analisis Komponen Konsep Dan Desain Game," Jurnal Ilmiah Teknologi Informasi Terapan, vol. III, no. 2, pp. 86-95, Apr. 2017.
|
2 |
P. Backlund and M. Hendrix, "Educational games - Are they worth the Effort? A literature survey of the effectiveness of serious games," in 5th International Conference Games Virtual Worlds Serious Application, United Kingdom: UK, pp. 1-8, 2013.
|
3 |
T. B. Yoon and J. K. Park, "Design and Implementation of a Card Game for Chemical Education," Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology, vol. 6, no. 8, pp. 567-576, Aug. 2016.
DOI
|
4 |
S. Soeheri, "DGBL-ID (Digital Game Based Learning) Sebagai Arsitektur Perancangan Game Edukasi," Eksplora Informatika, vol. 6, no. 1, pp. 71-80, Sep. 2016.
|
5 |
B. Gros, "Digital Games in Education : The Design of Game-Based Learning Integration of Digital Games in Learning and e- Learning Environments : Connecting Experiences and Context," Journal of Research on Technology in Education, vol. 40, no. 1, pp. 23-38, Nov. 2007.
DOI
|
6 |
T. Anastasiadis, G. Lampropoulos, and K. Siakas, "Digital Game-based Learning and Serious Games in Education," International Journal of Advances in Scientific Research and Engineering, vol. 4, no. 12, pp. 139-144, Dec. 2018.
|
7 |
M. M. Mahmud, Y. Yaacob, C. R. Ramachandiran, W. S. Ching, and O. Ismail, "Theories into Practices: Bloom's Taxonomy, Comprehensive Learning Theories (CLT) and E-Assessments," pp. 22-27, Feb. 2019.
|
8 |
L. W. Andreson, D. R. Krathwohl, P. W. Airasian, K. A. Cruikshank, R. E. Mayer, P. R. Pintrich, J. Raths, and M. C. Wittrock, A Taxonomy for Learning, Teaching, and Assessing. A Revision of Bloom's Taxonomy of Educational Objectives. New York: NY, David McKay Company, Inc, 2001.
|