1

Navigation Maps and Problem Solving

REFERENCES

Anderson, R. C., & Pickett, J. W. (1978). Recall of previously recallable information following a shift in perspective. Journal of Verbal Learning and Verbal Behavior, 17, 1-12.

Ausubel, D. P. (1963). The psychology of meaningful verbal learning. New York: Grune and Stratton.

Baddeley, A. D. (1986). Working memory. Oxford, England: Oxford University Press.

Baddeley, A. D., & Logie, R. H. (1999). Working memory: The multiple-component model. In A. Miyake & P. Shah (Eds). Models of working memory: Mechanisms of active maintenance and executive control (pp. 28-61). Cambridge, England: Cambridge University Press.

Berylne, D. E. (1960). Conflict, arousal, and curiosity. New York: McGraw-Hill.

Brunning, R. H., Schraw, G. J., & Ronning, R R. (1999). Cognitive psychology and instruction (3rd ed.). Upper Saddle River, NJ: Merrill.

Crookall, D., & Aria, K. (Eds.). (1995). Simulation and gaming across disciplines and cultures: ISAGA at a watershed. Thousand Oaks, CA: Sage.

Csikszentmihalyi, M. (1975). Beyond boredom and anxiety. San Francisco: Jossey Bass.

Csikszentmihalyi, M. (1990). Flow: The psychology of optimal performance. New York: Cambridge University Press..

deCharms, R. (1986). Personal Causation. New York: Academic Press.

Deci, E. L. (1975). Intrinsic Motivation. New York: Plenum Press.

Druckman, D. (1995). The educational effectiveness of interactive games. In D. Crookall & K. Aria (Eds.), Simulation and gaming across disciplines and cultures: ISAGA at a watershed (pp. 178-187). Thousand Oaks, CA: Sage

Locke, E. A., & Latham, G. P. (1990). A theory of goal setting and task performance. Englewood Cliffs, NJ: Prentice Hall.

Malone, T. W. (1981). What makes computer games fun? Byte, 6(12), 258-277.

Malone, T. W., & Lepper, M. R. (1987). Making learning fun: A taxonomy of intrinsic motivation for learning. In R. E. Snow & M. J. Farr (Eds.). Aptitute, learning, and instruction: Vol. 3. Conative and affective process analyses (pp. 223-253). Hillsdale, NJ: Lawrence Erlbaum.

McGrenere, J. (1996). Design: Educational electronic multi-player games—A literature review (Technical Report No. 96-12, the University of British Columbia). Retrieved from http://taz.cs.ubc.ca/egems/papers/desmugs.pdf

Ramsberger, P. F., Hopwood, D., Hargan, C. S., & Underhill, W. G. (1983), Evaluation of a spatial data management system for basic skills education. Final Phase I Report for Period 7 October 1980 - 30 April 1983 (HumRRO FR-PRD-83-23). Alexandria, VA: Human Resources Research Organization.

Resnick, H., & Sherer, M. (1994). Computerized games in the human services--An introduction. In H. Resnick (Ed.), Electronic Tools for Social Work Practice and Education (pp. 5-16). Bington, NY: The Haworth Press.

Zimmerman, B. J. (1994). Dimensions of academic self-regulation: A conceptual framework for education. In D. H. Schunk, & B. J. Zimmerman (Eds.), Self-regulation of learning and performance (pp. 3-21). Hillsdale, NJ: Erlbaum.