References


Anderson, Craig G., et al. “Failing up: How failure in a game environment promotes learning through discourse.” Thinking Skills and Creativity, vol. 30, 2018, pp. 135-144. Science Direct, https://www.sciencedirect.com/science/article/abs/pii/S1871187117301682.

Belli, Britta. “National survey: Students’ feelings about high school are mostly negative.” YaleNews, Yale University, 2020, https://news.yale.edu/2020/01/30/national-survey-students-feelings-about-high-school-are-mostly-negative.

Bloom, Benjamin. “Bloom et al.'s Taxonomy of the Cognitive Domain.” http://www.edpsycinteractive.org/, 1956, http://www.edpsycinteractive.org/topics/cognition/bloom.html.

Borsalino_Indy.jpg https://commons.wikimedia.org/wiki/File:Borsalino_Indy.jpg.

Accessed 21 June 2021.

Boss, Suzie. “It’s 2019. So Why Do 21st-Century Skills Still Matter?” EdSurge, EdSurge, Inc., 2019, https://www.edsurge.com/news/2019-01-22-its-2019-so-why-do-21st-century-skills-still-matter.

Bregman, Peter. “Why You Need to Fail.” Harvard Business Review, Harvard Business Publishing, 2009, https://hbr.org/2009/07/why-you-need-to-fail.html?registration=success.

Brown, Brene. Dare to Lead. Random House, 2018.

Busteed, Brandon. “The School Cliff: Student Engagement Drops With Each School Year.” Gallup, Gallup, Inc., 2013, https://news.gallup.com/opinion/gallup/170525/school-cliff-student-engagement-drops-school-year.aspx.

DePaoli, Jennifer L., et al. “Respected Perspectives of Youth on High School & Social and Emotional Learning.” CASEL, Collaborative for Academic and Social Emotional Learning (CASEL), https://casel.org/wp-content/uploads/2018/11/Respected.pdf.

Double, K. S., et al. “The Impact of Peer Assessment on Academic Performance: A Meta-analysis of Control Group Studies.” Educational Psychology Review, vol. 32, 2020, pp. 481-509, https://doi.org/10.1007/s10648-019-09510-3.

Duckworth, Angela. Grit: The Power of Passion and Perseverance. Scribner, 2016.

Dweck, Carol. Mindset: The New Psychology of Success. Ballantine Books, 2007.

Fredricks, Jennifer, et al. “Measuring student engagement in upper elementary through high school: a description of 21 instruments.” REL Southeast, Institute of Educational Sciences National Center for Education Evaluation and Regional Assistance, 2011, https://ies.ed.gov/ncee/edlabs/regions/southeast/pdf/REL_2011098.pdf.

Gee, James P. “Learning and Games.” The Ecology of Games: Connecting Youth, Games, and Learning., vol. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning, 2008, pp. 21-40, https://ase.tufts.edu/DevTech/courses/readings/Gee_Learning_and_Games_2008.pdf.

Gee, James P., et al. “Nurturing Affinity Spaces and Game-Based Learning.” EmilyMayConsulting.com, Arizona State University, 2012, https://emilymayconsulting.com/wp-content/uploads/2017/01/Gee-Hayes-2012.pdf.

Gil, Christina. “Deliberate Practice and Growth Mindset.” The Educator's Room: Empowering Teachers as the Experts, The Educator's Room, LLC., 2016, https://theeducatorsroom.com/deliberate-practice-growth-mindset/.

Goble, Trenton. “Assessment Trends In Education: A Shift To Assessment For Learning.” TeachThought: We grow teachers, TeachThought, 2020, https://www.teachthought.com/pedagogy/modern-assessment-trends-in-education/.

Hall, Macie. “What is Gamification and Why Use It in Teaching?” The Innovative Instructor Blog, John Hopkins University, 2014, https://ii.library.jhu.edu/2014/05/13/what-is-gamification-and-why-use-it-in-teaching/#:~:text=Gamification%20is%20defined%20as%20the,engage%20users%20in%20problem%20solving.

Herold, Benjamin. “Chromebooks Gaining Popularity in School Districts.” EducationWeek, EducationWeek, 2014, https://www.edweek.org/education-industry/chromebooks-gaining-popularity-in-school-districts/2014/11.

Howton, Robyn. “Turn your classroom into a personalized learning environment.” ISTE, International Society for Technology in Education (ISTE), 2019, https://www.iste.org/explore/Personalized-learning/Turn-your-classroom-into-a-personalized-learning-environment.

Jarrett, Christian. “Learning by teaching is extremely effective--a new study tested a key reason why.” The British Psychological Society Research Digest, The British Psychological Society, 2018, https://digest.bps.org.uk/2018/05/04/learning-by-teaching-others-is-extremely-effective-a-new-study-tested-a-key-reason-why/.

Jensen, Matthew, et al. “Exploring Failure and Engagement in a Complex Digital Training Game: A Multi-method Examination.” Transactions on Human-Computer Interaction, vol. 8, no. 1, 2016, pp. 1-19. AIS eLibrary, https://aisel.aisnet.org/cgi/viewcontent.cgi?article=1079&context=thci.

Kapur, Manu, and Charles K. Kinzer. “Productive failure in CSCL groups.” International Journal of Computer-Supported Collaborative Learning, vol. 4, 2009, pp. 21-46. SpringerLink, https://link.springer.com/article/10.1007%2Fs11412-008-9059-z.

Kivunja, Charles. “Exploring the Pedagogical Meaning and Implications of the 4Cs “Super Skills” for the 21st Century through Bruner’s 5E Lenses of Knowledge Construction to Improve Pedagogies of the New Learning Paradigm.” Creative Education, vol. 6, no. 2, 2015. Scientific Research: An Academic Publisher, https://www.scirp.org/journal/paperinformation.aspx?paperid=54177.

Koster, Raph. A Theory of Fun for Game Design. O'Reilly Media, Inc., 2014.

Laning, Tim. “Serious games, gamification and game-based learning: what’s the difference?” Grendel Games, Grendel Games, 2020, https://grendelgames.com/serious-games-gamification-and-game-based-learning-whats-the-difference/#:~:text=Serious%20games%2C%20gamification%20and%20game%2Dbased%20learning%3A%20a%20conclusion,consists%20entirely%20of%20game%20elements.

Lyons, Linda. “Most Teens Associate School With Boredom, Fatigue.” Gallup, Gallup, Inc., 2004, https://news.gallup.com/poll/11893/most-teens-associate-school-boredom-fatigue.aspx.

McGonigal, Jane. “How Video Games Can Teach Your Brain to Fight Depression.” Slate, The Slate Group, a Graham Holdings Company, 2015, https://slate.com/technology/2015/11/how-video-games-can-teach-your-brain-to-fight-depression.html.

McIntyre, Erin S. “What Happens When Students Create Their Own Curriculum?” The Atlantic, The Atlantic, 2015, https://www.theatlantic.com/education/archive/2015/11/no-tests-grades-classes/415509/.

Mellecker, Robin, et al. “Disentangling Fun and Enjoyment in Exergames Using an Expanded Design, Play, Experience Framework: A Narrative Review.” Games for Health Journal, vol. 2, no. 3, 2013, pp. 142-149. PMC: U.S. National Library of Medicine, https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3833377/.

Mould, Tom, and Stephen B. DeLoach. “Moving Beyond GPA: Alternative Measures of Success and Predictive Factors in Honors Programs.” Journal of the Collegiate Honors Council, 2017, https://files.eric.ed.gov/fulltext/EJ1172622.pdf.

Niall McNulty. “Introduction to Bloom’s Revised Taxonomy.” Niall McNulty: Thinking About Teaching, Niall McNulty, 2019, https://www.niallmcnulty.com/2019/12/introduction-to-blooms-taxonomy/.

Perler, Seth. "What is Executive Function in Plain English (a quick version)? YouTube. uploaded by Executive Executive Function, ADHD & 2e with Seth Perler. 11 April, 2019. https://www.youtube.com/watch?v=Z6RMBGJiw94&t=7s.

Pink, Daniel. “The puzzle of motivation.” TED: Ideas worth spreading, TED Conferences, LLC., 2009, https://www.ted.com/talks/dan_pink_the_puzzle_of_motivation.

Rementilla, Vanessa. “How Might Digital Leisure Games Foster Critical Thinking and Grit.” OpenResearch, OCAD University, 2016, http://openresearch.ocadu.ca/id/eprint/1366/1/Rementilla_Vanessa_2016_MDes_SFI_MRP.pdf

Robinson, Kenneth. “Do Schools Kill Creativity?” TED: Ideas Worth Spreading, TED Conferences, LLC., February 2006, https://www.ted.com/talks/sir_ken_robinson_do_schools_kill_creativity?language=en. Accessed 26 February 2021.

Rogers, Ryan, et al. “Fun Versus Meaningful Video Game Experiences: A Qualitative Analysis of User Responses.” The Computer Games Journal, vol. 6, 2017, pp. 63-79. SpringerLink, https://link.springer.com/article/10.1007/s40869-016-0029-9.

"Performance Based Assessment & Learning." YouTube. uploaded by Teachings in English. 2 April 2017. https://www.youtube.com/watch?v=yYcGO1Izs-U

Sharritt, Matthew. “Levels of Failure and Learning in Games.” IGI Global: Publisher of Timely Knowledge, IGI Global, 2013, https://www.igi-global.com/chapter/levels-failure-learning-games/75736.

“Social Emotional Learning: The Key for Educational Success.” AdvancePublishing.com, Advance Publishing, 2016, http://www.advancepublishing.com/SEL/.

Spenser, John. "Helping Students Identify Fake News with the Five C's of Critical Consuming." YouTube. uploaded by John Spenser, 7 December 2016, https://www.youtube.com/watch? v=xf8mjbVRqao.

Spenser, John. John Spenser. https://spencerauthor.com/. Accessed 21 June 2021.

Spenser, John. "What is Metacognition? (Exploring the Metacognition Cycle.)" YouTube. uploaded by Spenser, John. 11 August 2018. https://www.youtube.com/watch?v=HZrUWvfU6VU&t=11s.

Talbert, Robert. “Re-thinking Bloom's Taxonomy for flipped learning design.” Robert Talbert PhD, 2019, http://rtalbert.org/re-thinking-blooms-taxonomy-for-flipped-learning-design/.

Team ISTE. “Game-based learning takes the sting out of failure.” ISTE, International Society for Technology in Education (ISTE), 2015, https://www.iste.org/explore/In-the-classroom/Game-based-learning-takes-the-sting-out-of-failure.

Torres, Monica. “Here’s why enjoying yourself is the key to success.” Ladders: Fast on your feet, Ladders, Inc., 2017, https://www.theladders.com/career-advice/enjoy-hard-work-accomplish-goals.