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1 Norman, D. A. (1993). Things that MakeUs Smart: Defending Human Attributes inthe Age of the Machine. New York:Addison-Wesley.2 Carroll, J. M. (1990). The NurnbergFunnel. Cambridge, MA: MIT Press.3 Carroll, J. M. (1998). Minimalism beyondthe Nurnberg Funnel. Cambridge, MA:MIT Press.4 Vygotsky, L. S. (1978). Mind in Society:The Development of Higher PsychologicalProcesses. Cambridge, MA: HarvardUniversity Press.5 Kolb, D. A. and Fry, R. (1975). Toward anapplied theory of experiential learning.In C. Cooper (ed.) Theories of GroupProcess, London: John Wiley.6 Csíkszentmihályi, M. (1990). Flow:The Psychology of Optimal Experience.New York: Harper and Row.7 Emmelkamp, P. M. G., Bruynzeel, M.,Drost, L., van der Mast, C. A. P. G. (2001).Virtual Reality treatment in acrophobia:a comparison with exposure in vivo.Cyberpsychology & Behavior. June 2001,4(3): 335-339.8 ISSA (International Sports SciencesAssociation) Press Release (2007).Digital games May Offer Health Benefits,Experts Suggest. Disponible en:http://www.issaonline.com/pressroom/downloads/exertainment.pdf9 Schmalstieg, D. and Wagner, D. (2007).Experiences with Handheld AugmentedReality. Proceedings of the 6 th IEE andACM International Symposium on Mixedand Augmented Reality (ISMAR 2007),3-15.10 Squire, K. (2004). Replaying History:Learning World History through PlayingCivilization III. Disponible en:http://website.education.wisc.edu/kdsquire/dissertation.htmlReferencias41

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