Withdrawn by author's request
This work is licensed under a
Creative Commons Attribution 4.0 International License
 Agudo J. E., Sanchez H., Rico M. (2010). Playing games on the screen: adapting mouse interaction at early ages.
 Ahearn Nate. Game Dev Story iPhone Review,. IGN. Retrieved October 18, (2010).
 Chuang T. Y., Chen W. F. (2007a). Digital games for cognitive learning: a pilot study. Journal of Scientific and Technological Studies, 41(1), 17-27.
 Cordova D. I., Lepper M. R. (1996). Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice. Journal of Educational Psychology, 88, 715-730.DOI: https://doi.org/10.1037//0022-06188.8.131.525
 Danny Saunders, Jacqui Severn. (1999). Simulation and Games for Strategy and Policy Planning,, p.20.
 deHaan J. (2011). Teaching and learning English through digital game projects. Digital Culture & Education, 3(1), 46-55.
 deHaan J., Reed W. M., Kuwada K. (2010). The effect of interactivity with a music video game on second language vocabulary recall. Language Learning & Technology, 14(2), 74-94.
 Demirbilek M., Yilmaz E., Tamer S. (2010). Second language instructors' perspectives about the use of educational games. Procedia Social and Behavioral Sciences, 9, 717-721.DOI: https://doi.org/10.1016/j.sbspro.2010.12.223
 Donmus V. (2010). The use of social networks in educational computer-game based foreign language learning. Procedia Social and Behavioral Sciences, 9, 1497-1503.DOI: https://doi.org/10.1016/j.sbspro.2010.12.355
 Institute for Simulation & Training, 3100 Technology Pkwy, Orlando, FL 32826 407-882-1300; www.IST.com.
 Ken Jones. (1995). Simulations: A Handbook for Teachers and Trainers,, ISBN 0-7494-1666-1, p.21.
 Kirriemuir J. (2002). Video Games and Gaming Consoles. The relevance of video games and gaming consoles to the Higher and Further Education learning experience. Availablehttp://www.jisc.ac.uk/index.cfm?name=techwatch_report_0201.
 Kirriemuir J., McFarlane A. (2004). Literature review in games and learning. Futurelab, Online. http://www.futurelab.org.uk/research/lit_reviews.htm.
 Seay J. (1997). An Educator's Encounter. Education and Simulation/Gaming and Computers. Available: http://www.cofc.edu/~seay/cb/simgames.html.
 Verdugo D. R., Belmonte I. A. (2007). Using digital stories to improve listening comprehension with Spanish young learners of English. Language Learning & Technology, 11(1), 87-101.
 Wang Y. H. (2010). Using communicative language games in teaching and learning English in Taiwanese primary schools. Journal of Engineering Technology and Education, 7(1), 126-142.
 Yip, F. W. M., Kwan, A. C. M. (2006). Online vocabulary games as a tool for teaching and learning English vocabulary. Educational Media International, 43(3), 233-249.DOI: https://doi.org/10.1080/09523980600641445
 Zeynep Tanes Zeynep Cemalcilar (20 November 2009). Learning from SimCity: An empirical study of Turkish adolescents,. ( Received 22 July 2013; accepted 25 July 2013 ).DOI: https://doi.org/10.1016/j.adolescence.2009.10.007