3. Erasmus+
84% of
13-24 year
olds in
Malta play
digital
and video
games.
28% of
13-24 year
olds in
Malta play
for at least
2 hours a
day.
Source:
http://www.digitalgamesmalta.com/di
gital-games-report
Infographic:
http://theinnovativeeducator.blogspot.co.uk/2
012/11/5-reasons-to-gamify-your-class.html
8. Erasmus+
Sources:
Busuttil, L; Camilleri, L, Camilleri, V; Dingli, A; Montebello, M. 2014. Digital and Video Game Usage in
Malta. University of Malta. Online: http://www.digitalgamesmalta.com/digital-games-report
Clark, D.B; Tanner-Smith, E.E; Killingsworth, S; 2013. Digital Games for Learning: A Systematic
Review and Meta-Analysis. Online: https://www.sri.com/sites/default/files/brochures/digital-games-
for-learning-brief.pdf
Games and Learning, 2015. Online: http://www.gamesandlearning.org/category/learning-research/
Harvard Kennedy School, Shortenstein Center on Media, Politics and Public Policy. Journalist’s
Resource: Outcomes of Game-based Learning: Research roundup. Online:
http://journalistsresource.org/studies/society/education/outcomes-of-game-based-learning-research-
roundup
Shapiro, J; Salen Tekinbaş K; Schwartz, K; Darvarsi, P; 2014. The Mindshift Guide to Games +
Learning. Online: http://www.kqed.org/assets/pdf/news/MindShift-
GuidetoDigitalGamesandLearning.pdf
Steinkuehler, C. 2010. Video games and digital literacies. Journal of Adolescent & Adult Literacy,
54(1), 61–63. DOI: 10.1598/JAAL.54.1.7
Quest To Learn School. Online: http://www.q2l.org
Wan, T; 2013. What Research says about Game-based Learning. Online:
http://www.kqed.org/assets/pdf/news/MindShift-GuidetoDigitalGamesandLearning.pdf