Lawag, J
Lawag, J
Lawag, J
Fredie Valdez, and et al. Student perception of Ascendens Asia Singapore–Bestlink College of the
Philippines Journal of Multidisciplinary Research 2 (1), 2020. Retrieved from
https://scholar.google.com/scholar?
hl=tl&as_sdt=0%2C5&q=how+to+effect+in+online+games+to+study+and+studies+in+the+Philippines&b
tnG#d=gs_qabs&t=1674266984783&u=%23p%3D95muvRHtgbwJ
Aldrich, C. (2009). Virtual worlds, simulations, and games for education: A unifying view. Innovate:
Journal Of Online Education, 5(5). Retrieved from https://www.learntechlib.org/p/104221
Aleson-Carbonell, M., & Guillén-Nieto, V. (2012). Serious games and learning effectiveness: The case of
it's a deal!. Computers & Education, 58(1), 435-448. http://dx.doi.org/10.1016/j.compecu.2011.07.015
Ben-Ari, M. (1998). Constructivism in computer science education. ACM SIGCSE Bulletin, 30(1), 257-261.
http://dx.doi.org/10.1145/274790.274308
Bi. T. (2013). Making full use of education games' role in promoting learning. International Conference
on Information Technology and Applications, 172-175. http://dx.doi.org/10.1109/ita.2013.46
Boyle, S. (2011). Teaching Toolkit: An Introduction to Games based learning. UCD Dublin, Ireland: UCD
Teaching and Learning/ Resources. Retrieved from https://www.ucd.ie/t4cms/UCDTLT0044.pdf.pdf
Burke, A. (2016). "Teacher as Leader in a "Flat World" Preparing Students in a Global Co" by Anne Burke.
Scholarworks.gvsu.edu. Retrieved 9 March 2017, from http://scholarworks.gysu.ecu/lajm/vol25/iss2/4/
Charsky, D. (2010). From Edutainment to serious games: A change in the use of game characteristics.
Games and Culture, 5(2), 177-198. http://dx.doi.org/10.1177/1555412009354727