Publications

Books


Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches. 


Digital Games in School: A Handbook for Teachers
Felicia, P. (2009). Digital Games in School: A Handbook for Teachers. ISBN pending. To be published by European Schoolnet in July 2009.






Book Chapters


Serious Games in Education - a Global Perspective
Felicia, P. and Egenfedt-Nielsen, S. (in print) "Game Based learning: a review of the state of the art".Serious Games in Education - a Global Perspective  (Eds: Egenfeldt-Nielsen, S. and Meyer, B.). Aarhus University Press, Aarhus.


Games-based Learning Advancement for Multisensory Human Computer Interfaces
Felicia, P. and Pitt, I.J. (2009) "Profiling Users in Educational Games". Games-based Learning Advancement for Multisensory Human Computer Interfaces: Techniques and Effective Practices (Eds: Connolly, T.M., Stansfield, M.H. and Boyle, E.). Idea-Group Publishing: Hershey.


Handbook of Research on Effective Electronic Gaming in Education
Felicia, P. and Pitt, I.J. (2008), Harnessing the Potential of Video games for Sound Educational Games, in R.E. Ferdig (Ed.), Handbook of research on effective electronic gaming in education. Information Science Reference: Florida.




Conference Papers


EDTECH2011
Felicia, P., 2010. Game-based Learning in Ireland: challenges and opportunities. EdTech2011. Waterford, Ireland, June 2011


iGBL2011
Felicia, P., (2010). Assessing how Game-Based Learning is perceived in Irish education. Irish Symposium on Game-Based Learning (iGBL). Waterford, Ireland, May 2011.

NAIRTL2010
Felicia, P., (2010). Teaching with video games, literature review and best practices. NAIRTL/ LIN Conference on Flexible Learning. Dublin, Ireland, October 2010.


ECGBL 2009
Felicia, P.(2009), Modelling Players Behaviours and Learning Strategies in Video Games. 3rd european conference on game-Based Learning, Graz, Austria, October 2009.


INTED 2008
Felicia, P. and Pitt, I.J. (2008), Personalising Educational Games to Students'Learning Styles. International Technology in Education and Development Conference, Valencia, Spain, March 2008.


ECGBL 2007
Felicia, P. and Pitt, I.J. (2007), Evaluating the Effect of Personalities on the Design of Educational Games, Proceedings of the ECGBL Conference, Paisley, October 2007.


INTED 2007
Felicia, P. and Pitt, I.J. (2007), The PLEASE Model: An Emotional and Cognitive Approach to Learning in Video Games, International Technology Education and Development Conference, Valencia, Spain, 8-10 March 2007.


CGAMES 2006
Felicia, P. and Pitt, I.J. (2006), 5 Keys to More Effective Educational Games: A systematic Approach to Emotionally Sound Games, Computer Games (CGames 2006), Dublin, Ireland, 22-24th November 2006


ECSCW 2005
Felicia, P. and Pitt, I.J. (2005), What Can We Learn from Online Games?, Proceedings of the 9th European Conference on Computer-Supported Cooperative Work, Paris, September 2005


VR 2005
Felicia, P. and Pitt, I.J. (2005), The Use of Virtual Reality for Instructional Games, Proceedings of the IEE VR2005 Conference, Bonn, March 2005.




Keynotes
Felicia, P., (2011). Game-based Learning - Status Quo and Quo Vadis. September 12th. [keynote]. Darmstadt: Darmstadium







Felicia, P., (2011). Learning with games. July 4th. [keynote]. Lille: Polytech Lille




GBL Summer School 2011



ECGBL2010
Felicia, P., (2010). Improving GBL research, issues and challenges. October 4th. [keynote]. Copenhagen:  Danish School of Education, Aarhus University.



Klee 2010
Felicia, P., (2010). Learning With Video Games: Creative and Effective Practices. September 9th. [keynote]. Darmstadt: Technical University of Darmstadt.


Online

Felicia, P., (2011). How can a digital game for learning be defined?
Available at: http://linked.eun.org/web/guest/digital-games-pract


Felicia, P., (2011). What evidence is there that digital games can contribute to increasing students’ motivation?
Available at: http://linked.eun.org/web/guest/increasing-students-motivation-pract


Felicia, P., (2011). What evidence is there that digital games can be better than traditional methods to motivate and teach students?
Available at: http://linked.eun.org/web/guest/evidence-on-impact-pract.


Felicia, P., (2011).What is the relationship between the use of digital games for learning purposes and student’s achievement?
Available at: http://linked.eun.org/web/guest/85.


Felicia, P. (2011). How can digital games be used to teach the school curriculum?
Available at: http://linked.eun.org/web/guest/school-curriculum.


Kearney, C., (2011). Which knowledge and skills do teachers need to integrate games-based learning into their lessons?
Available at: http://linked.eun.org/web/guest/teachers-skills-pract.


Felicia, P., (2011). How can addiction and violence possibly caused by digital games be avoided or managed?
Available at: http://linked.eun.org/web/guest/evidence-on-negative-side-effects-pract.