Follow Reference
Attewell
J.
Savill-Smith
C.
Douch
R.
(2009). The impact of mobile learning; examining what it means for teaching and learning. London, UK: LSN.
Follow Reference
Attewell
J.
Savill-Smith
C.
Douch
R.
Parker
G.
(2010). Modernising education and training: Mobilising technology for learning. London, UK: LSN.
Follow Reference
Clark, D. (2003, November 20). Computer games in education and training. Paper presented at the LSDA Seminar: Learning by Playing: Can Computer Games and Simulations Support Teaching and Learning for Post-16 Learners in Formal, Workplace and Informal Learning Contexts? London, UK.
Follow Reference
Cohen
L.
Manion
L.
(1995). Research methods in education (4th ed.). London, UK: Routledge.
Follow Reference
Csikszentmihalyi
M.
(1990). Flow: The psychology of optimal experience. New York, NY: Harper & Row.
Follow Reference
De Freitas, S. (2006). Learning in immersive worlds. A review of games-based learning. Retrieved from www.jisc.ac.uk/media/documents/programmes/elearninginnovation/gamingreport_v3.pdf Follow Reference
De Freitas
S.
Savill-Smith
C.
Attewell
J.
(2006). Computer games and simulations for adult learning. Case studies from practice. London, UK: LSN.
Follow Reference
Douch
R.
Attewell
J.
Dawson
D.
(2010). Games technologies for learning; more than just toys. London, UK: LSN.
Follow Reference
Douch
R.
Savill-Smith
C.
Parker
G.
Attewell
J.
(2010). Work-based and vocational mobile learning: Making IT work. London, UK: LSN.
Follow Reference
Facer
K.
Joiner
R.
Stanton
D.
Reidt
J.
Hull
R.
Kirk
D.
(2004). Savannah: mobile gaming and learning?Journal of Computer Assisted Learning, 20, 399–409. 10.1111/j.1365-2729.2004.00105.x
Follow Reference
Giles, J. (2009). Physios recommend a healthy dose of gaming. Retrieved from http://www.newscientist.com/article/mg20227145.700-physios-recommend-a-healthy-dose-of-gaming.html Follow Reference
Kato
P. M.
Cole
S. W.
Bradlyn
A. S.
Pollock
B. H.
(2008). A video game improves behavioural outcomes in adolescents and young adults with cancer: A randomised trial.Paediatrics, 122(2), 305–317. 10.1542/peds.2007-3134
Follow Reference
Kember
D.
(2000). Action learning and action research: Improving the quality of teaching & learning. London, UK: Kogan Page.
Follow Reference
Kirriemuir, J., & McFarlane, A. (2003). Use of computer and video games in the classroom. Retrieved from http://www.slideshare.net/silversprite/use-of-computer-and-video-games-in-the-classroom Follow Reference
Learning and Teaching Scotland. (2009). Game-based learning. Retrieved from http://www.itscotland.org.uk/ Follow Reference
Leddo
J.
(1996). An intelligent computer game to teach scientific reasoning.Journal of Instruction Delivery Systems, 10(4), 22–25.
Follow Reference
Prensky
M.
(2001). Digital game-based learning. New York, NY: McGraw-Hill.
Follow Reference
Prensky
M.
(2006). ‘Don’t bother me mom – I’m learning!’ How computer and video games are preparing your kids for 21st century success—and how you can help!St. Paul, MN: Paragon House.
Follow Reference
Pulman, A. (2008). Mobile assistance – the Nintendo DS Lite as an assistive tool for health and social care students. Retrieved from http://www.swap.ac.uk/docs/casestudies/pulman.pdf Follow Reference
Smith
A.
(1973). Symbol digit modalities test. Los Angeles, CA: Western Psychological Services.
Follow Reference
Somekh
B.
(2000). New technology and learning: Policy and practice in the UK, 1980-2010.Education and Information Technologies, 5(1), 19–37. 10.1023/A:1009636417727
Follow Reference
Turner, M., & Risdale, J. (1984). Turner and Risdale digit span test. Retrieved from http://www.dyslexiaaction.org.uk/