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Annotated Bibliography Template

[You may download/make a copy of this template to use as a guide/outline for your annotated
bibliography.]

Source 1 APA citation: Casan-Pitarch, R. (2017). Storyline-Based Videogames in the FL


Classroom. Digital Education Review, (31), 80-92. https://doi.org/10.1344/der.2017.31.80-92
Summary of the source (2 sentences): This source explores the use of videogames in classes of
foreign language to help teachers in their teaching strategies. It suggests using story-line based
videogames as they can be more effective than using workbooks since they are more interactive and
engaging.
Evaluation and/or reflection on the source (1 sentence): This source is a great example of how
videogames are much more interactive than practical assignments given in classrooms, particularly in
foreign language classes.

Source 2 APA citation: Cárcamo, J.,G., Solarte, H., Ventes, C., & Mesa, J. H. (2020). Videogames
and Innovation: Fostering Innovators’ Skills in Online-Learning Environments.Sustainability, 12(21),
9264. https://doi.org/10.3390/su12219264
Summary of the source (2 sentences): This study examins how videogames help with building
certain skills needed for future entrepreneurs by incorporating games that involve these abilities.
Participants would then display certain responses to what they learned from these games that help in
fostering the skills being developed.
Evaluation and/or reflection on the source (1 sentence): This study is effective in showing how
videogames are used in building skills necessary for future careers, but a larger test sample and a
control group would have improved this experiment.

Source 3 APA citation: Drummond, A., & Sauer, J. D. (2014). Video-Games Do Not Negatively
Impact Adolescent Academic Performance in Science, Mathematics or Reading. PLoS
One, 9(4)https://doi.org/10.1371/journal.pone.0087943
Summary of the source (2 sentences): This source analyzes the frequency of playing videogames
on academic performances of adolescents across different subjects such as science and math. The
results demonstrate that the differences in academic performances based on various usage of
videogames among students is low, thus showing that they did not have a major effect on their
performances.
Evaluation and/or reflection on the source (1 sentence): This source is useful in analyzing the
people’s perspective on videogames negatively affecting students’ academic performances as it
proves that videogames do not necessarily lower students’ marks, but more data should collected to
validate the findings.

Source 4 APA citation: Delwiche, A. (2006). Massively multiplayer online games (MMOs) in the new
media classroom. Journal of Educational Technology & Society, 9(3), 160-172.
https://www.proquest.com/scholarly-journals/massively-multiplayer-online-games-mmos-new-
media/docview/1287050363/se-2
Summary of the source (2 sentences): This source analyzes how massively multiplayer online
games (MMOs) can be used to teach the curriculum of 2 courses, first one teaches research methods
to students in a communication course, and the second one teaches the basics of videogame design.
This study also helps instructors decide whether multiplayer games will help their students learn
course content better or not.
Evaluation and/or reflection on the source (1 sentence): This source is a great example of how
videogames are great tools in engaging students with course material as they relate the objectives of
the games to the content being taught.

Source 5 APA citation: García-Redondo, P., García, T., Areces, D., Núñez, J. C., & Rodríguez, C.
(2019). Serious Games and Their Effect Improving Attention in Students with Learning
Disabilities. International Journal of Environmental Research and Public
Health, 16(14)https://doi.org/10.3390/ijerph16142480
Summary of the source (2 sentences): This article explains how videogames help students with
mental disabilities improve their cognitive skills to help them learn better. The results prove that
videogames are useful in developing different talents and mental abilities, especially attention span.
Evaluation and/or reflection on the source (1 sentence): This source proves that videogames
are helpful resources for people with mental disabilities such as ADHD, but this experiment would
have been more effective if a bigger sample group was used for both the experimental group and
control group.

Source 6 APA citation: Johan, C. 1., Leif Hedman 1, 2., LeRoy, H. 3., Patricia, Y. 4., & Li Felländer-
Tsai 1. (2013). Cardiopulmonary Resuscitation Training in High School Using Avatars in Virtual Worlds:
An International Feasibility Study. Journal of Medical Internet
Research, 15(1)https://doi.org/10.2196/jmir.1715
Summary of the source (2 sentences): This study demonstrates how massively multiplayer virtual
worlds (MMVW), which contain many educational games, are useful in conducting cardiopulmonary
resuscitation training for highschool students. According to the results, the participants were
satisfied with this resource as it helped in improving their concentration and self-efficacy.
Evaluation and/or reflection on the source (1 sentence): This online resource seems like a great
way in conducting CPR training and should be used more commonly in other fields of education,
especially medical school.

Source 7 APA citation: Robles, D., & G, Q. M., Christian. (2020). Intelligent System for Interactive
Teaching through Videogames. Sustainability, 12(9), 3573. https://doi.org/10.3390/su12093573
Summary of the source (2 sentences): This source demonstrates how an interactive system can be
developed to assess students’ performances in school subjects using videogames. Based on the
results, there was an improvement in students’ academic performances using intelligent systems that
provides as useful resources to help students in their subjects, as well as using videogames.
Evaluation and/or reflection on the source (1 sentence): This source effectively explains how
videogames help students learn better by being an interactive tool that communicates to the students
their strengths and weaknesses.

Source 8 APA citation: Shokri, H., & Abdolmanafi-Rokni, S. (2014). The Effect of Using Educational
Computer Games on Recall and Retention of Spelling in Iranian EFL Learners.International Journal of
Applied Linguistics & English Literature, 3(6), 169-175. https://doi.org/10.7575/aiac.ijalel.v.3n.6p.169
Summary of the source (2 sentences): This source demonstrates the use of videogames in helping
with recall of spelling in Iranian students in which 2 groups, one is experimental, used videogames,
and the other one is control, which did not use the videogames, were tested on their recall and
retention of spelling throughout eight sessions. The results showed that videogames did help with
improving recall and retention of spelling among the experimental group, proving that videogames
are great materials for this task as well as possibly in other sectors of education.
Evaluation and/or reflection on the source (1 sentence): This source is excellent in
demonstrating how videogames help with learning a certain language, especially for youth, who are
generally more interested in videogames than adults.

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