• Tidak ada hasil yang ditemukan

S IND 0902529 Bibliography

N/A
N/A
Protected

Academic year: 2017

Membagikan "S IND 0902529 Bibliography"

Copied!
5
0
0

Teks penuh

(1)

Praditya Putra, 2014

REFERENCES

Alyousef, H. S. (2006). Teaching Reading Comprehension to ESL/EF L Learners. Journal of Language and Learning Volume 5 Number 1 2006. Available from

http://scholar.google.com/scholar_url?hl=en&q=http://aces.ir/attachments/61d

1291287385-teaching-reading comprehension.pdf

Anderson, C. (2004). An update on the effects of playing violent video games. Journal

of Adolescence, 27(1), 113-122. [8 dec]

Bensley, L. & Van Eenwyk, J. (2001). Video games and real- life aggression: Review of the literature. Journa l of Adolescent Health, 29(4), 244-257. Available from

http://ocw.metu.edu.tr/pluginfile.php/2359/mod_resource/content/1/Optional_

BensleyEenwyk_LitReview.pdf [December 8th, 2013]

Byrnes, H. (1998). Reading in the beginning and intermediate college foreign language cla ss. Modules for the professional preparation of teaching assistants in foreign languages (Grace Stovall Burkart, ed.; Washington, DC: Center for

Applied Linguistics, 1998) available from

http://www.nclrc.org/essentials/reading/reindex.htm

Cameron, L. (2001) . Teaching English to Young Lea rners. Cambridge. Cambridge University Press.

Day, R. R., & Park, J. (2005). Developing reading comprehension questions. Reading in a Foreign Language, 17(1), 60-73.

Dempsey, J.V., Rasmussen, K., & Lucassen, B. (1996). Instructional gaming:

Implications for In- structional Technology. Proceedings of the Annual Meeting

of the Association for Educational Com- munications and Technology,

(2)

Fisher, S. (1994). Identifying video game addiction in children and adolescents.

Addictive Behaviors, 19(5), 545-553.

Fritts, J. (2013). Computer and Video Game Genres. Available from

http://cs.slu.edu/~fritts/csci142/schedule/csci142_game_genres.pdf

Gee, J. P. (2003). What videogames have to teach us about learning and literacy. New

York: Palgrave Macmillan

Gentile, D. A. (2009). Pathological video game use among youth 8 to 18: A national

study. Psychological Science, 20, 594–602.

Gentile, D. A. (2011). The Multiple Dimensions of Video Game Effects. Iowa State

University. Available from

http://www.charleston.k12.il.us/cms/teachers/teamred/langarts/mod3vgv.pdf

Granic, I., Lobel, A, and Engels, R. (2013). The Benefits of P laying Video Games.

Radboud University Nijmegen. Available from

http://www.apa.org/pubs/journals/releases/amp-a0034857.pdf

Gray, W. S. (1960). The Major Aspects of Reading. Chicago: Chicago University Press.

(3)

Praditya Putra, 2014

Hitchens, M. and Drachen, A., 2009. The Many Faces of Role-Playing Games.

International Journal of Role-Playing, [e-journal] 1 (1), pp. 3-21. Available at: http://marinkacopier.nl/ijrp/wpcontent/uploads/2009/01/hitchens_drachen_the_

many_faces_of_rpgs.pdf

Ip, B., Jacobs, G. & Watkins, A. (2008). Gaming frequency and academic

performance. Australa sian Journal of Educational Technology, 24(4), 355-373. Available from http://www.ascilite.org.au/ajet/ajet24/ip.html

Johnson, D, Jones, C, Scholes, L & Carras, M (2013). Videogames and Wellbeing, Young and Well Cooperative Research Centre. Melbourne.

Kirsh, S. (2003). The effects of violent video games on adolescents: The overlooked influence of development. Aggression and Violent Behavior, 8, 377-389.

Klingner, Janette, K., Sharon, V., and Alison, B. (2007). Teaching Reading Comprehension to Students with Learning Difficulties. New York. The Guilford Press.

Mackay, D. (2001). The F antasy Role-Playing Game: A New Performing Art” . McFarland.

McGinnis, Dorothy J. Smith, Dorothy E. (1982). Analyzing and Treating Reading P roblems. New York: McMillan Publishing Co. Inc

Mikulecky, B. (2008). Teaching Reading in a Second Language. Available from http://www.longmanhomeusa.com/content/FINAL-LO%20RES-Mikulecky

Reading%20Monograph%20.pdf

Mitchell, A., & Smith, C. (2004). The use of computer and video games for learning:

A review of the literature. Available from

http://www.coulthard.com/library/Files/mitchell%5F2004%5Ftheuseofgames for

(4)

Prensky, M. Digital Natives, Digital Immigrants. On the Horizon (MCB University Press, Vol. 9 No. 5, October 2001).

Prot, S., Mcdonald, K. A., Anderson, C. A. and Gentile, D. A. (2012). Video Game:

Good, Bad, or other. Available from

http://www.psychology.iasate.edu/faculty/caa/abstract [December 8th, 2013]

Randel, J.M., Morris, B., Wetzel, C., & Whitehill, B. (1992). The effectiveness of games for edu- cational purposes: A review of recent research. Simulation & Gaming, 23(3), 261.

Ruddell, R. B., Ruddell, M. R., & Singer, H. (1994). Theoretical Models and

P rocesses of Reading. Newark, DE: International Reading Association.

Salguero, T., and Moran, B. (2002). Measur ing problem video game playing in adolescents. Addiction, 97, 1601–1606.

Shapiro, J, (2013). New Resea rch Emphasizes Gaming's P ositive Impact on

P sychologica l Development. Available from

http://www.forbes.com/sites/jordanshapiro/2013/01/29/new-research-emphasizes-gamings-positive- impact-on-psychological-development.

Solomon, N., Hood, S., and Burns, A. (1996). Focus on Reading; New Edition. Sydney: National Centre for English Language Teaching and Research.

Steinkuehler, C., Compton-Lilly, C. and King, E. (2010). Reading in the Context of Online Games. University of Wisconsin-Madison. Available from

http://website.education.wisc.edu/steinkuehler/blog/papers/Steinkuehler2010I

(5)

Praditya Putra, 2014

Tinker, Miles Albert & McCullough, Constance Mary, 1912-, (joint author.) (1975).

Referensi

Dokumen terkait

Penyusun memutuskan untuk menggunakan judul tersebut karena judul tersebut sesuai dengan apa yang ingin dibahas penyusun yakni menafsirkan bagian-bagian Injil Markus yang

Sistem pembayaran Sumbangan Penyelenggaraan Pendidikan (SPP) yang dirancang dan dibuat dengan menggunakan bahasa pemrograman Visual Basic 6.0 ini, menyediakan beberapa aplikasi

Kelompok Kerja ULP III di lingkungan Kantor Pusat Sekretariat Jenderal Kementerian Keuangan akan melaksanakan Pelelangan Umum dengan pascakualifikasi untuk paket pekerjaan

Fakultas Teknologi Informasi Universitas Kristen Satya Wacana Jl. Pura Barutama is a company engaged in many areas of production. Goods that have been produced will then be

Dengan adanya aplikasi kamus digital dwibahasa Indonesia – Inggris ini pengguna bisa memperoleh kosakata baru, karena didalam aplikasi kamus digital dwibahasa Indonesia –

Muhammad Fadlillah, PENDIDIKAN KARAKTER ANAK USIA DINI, ( Jogjakarta:AR-RUZ MEDIA,2013),hal.48.. Metode bermain kartu huruf hijaiyah. Menurut pemahaman peneliti tentang

Berdasarkan keseluruhan sikap sebagian besar responden berada dalam kategori positif, hal tersebut menunjukkan bahwa responden memiliki sikap positif terhadap tayangan

Berdasarkan hasil analisis pada Lampiran 3, terdapat perbedaan yang nyata antara konsentrasi PBP dan waktu pemaparan (P < 0,05). Turunnya integritas membran