Ketamo, H. & Suominen, M. (2010). Learning-by-Teaching in Educational Game: Educational Outcome, User Experience and Social Networks. Journal of Interactive Learning Research, 21 (2), 237-255. Waynesville, NC: Association for the Advancement of Computing in Education (AACE).
Kiili, K. & Lainema, T. (2010). Power and Flow Experience in Time-Intensive Business Simulation Game. Journal of Educational Multimedia and Hypermedia, 19 (1), 39-57. Waynesville, NC USA: Association for the Advancement of Computing in Education (AACE).
Ritzhaupt, A., Higgins, H. & Allred, B. (2010). Teacher Experiences on the Integration of Modern Educational Games in the Middle School Mathematics Classroom. Journal of Computers in Mathematics and Science Teaching, 29 (2), 189-216. Waynesville, NC USA: Association for the Advancement of Computing in Education (AACE).
Young, W., Franklin, T., Cooper, T., Carroll, S. & Liu, C. (2012). Game-based Learning Aids in Second Life. Journal of Interactive Learning Research, 23 (1), 57-80. Waynesville, NC: Association for the Advancement of Computing in Education (AACE).
Noussis, A. The Mechanics of Gaming & Learning: Intersecting Paradigms Through Design . Master's thesis, York University.
Ketterl, M. & Oldenburger, L. (2013). Mobile Multimedia Learning: Content Delivery and Usage Observations. In J. Herrington, A. Couros & V. Irvine (Eds.), Proceedings of EdMedia 2013--World Conference on Educational Media and Technology (pp. 758-765). Victoria, Canada: Association for the Advancement of Computing in Education (AACE).
White, D. (2013). Turning Data to Knowledge with Serious Games and Contextual Quizzes. In J. Herrington, A. Couros & V. Irvine (Eds.), Proceedings of EdMedia 2013--World Conference on Educational Media and Technology (pp. 1220-1227). Victoria, Canada: Association for the Advancement of Computing in Education (AACE).
Hannak, C., Pilz, M. & Ebner, M. (2012). Fun - A Prerequisite for Learning Games. In T. Amiel & B. Wilson (Eds.), Proceedings of EdMedia 2012--World Conference on Educational Media and Technology (pp. 1292-1299). Denver, Colorado, USA: Association for the Advancement of Computing in Education (AACE).
Giannetto, D., Chao, J. & Fontana, A. (2013). Gamification in a Social Learning Environment. In E. Cohen & E. Boyd (Eds.), Proceedings of Proceedings of the Informing Science and Information Technology Education Conference 2013 (pp. 195-207). Informing Science Institute.
Glover, I. & Latif, F. (2013). Investigating Perceptions and Potential of Open Badges in Formal Higher Education. In J. Herrington, A. Couros & V. Irvine (Eds.), Proceedings of EdMedia 2013--World Conference on Educational Media and Technology (pp. 1398-1402). Victoria, Canada: Association for the Advancement of Computing in Education (AACE).
Erenli, K. (2012). Choosing a Virtual World Platform for Teaching: “VICERO” - A Scoring Model Aiding the Right Choice. International Journal of Advanced Corporate Learning (iJAC), 5 (3), 54-57. Kassel University Press GmbH.
Liu, M., Horton, L., Kang, J., Kimmons, R. & Lee, J. (2013). Making Learning Fun Through a Ludic Simulation. In J. Herrington, A. Couros & V. Irvine (Eds.), Proceedings of EdMedia 2013--World Conference on Educational Media and Technology (p. 2535). Victoria, Canada: Association for the Advancement of Computing in Education (AACE). Use style transfer to rewrite the abstract of one of these papers in a different tone or format (e.g., from academic to journalistic).
This prompt doesn't seem malicious.