اسماعیلی، مینا، عشایر، حسن و استکی، مهناز (1396)، بررسی تأثیر بازیهای رایانهای بر تفکر انتقادی دانشآموزان، فصلنامه تازههای علوم شناختی، 19(1)، ص. 14-24.
عمادی، سید رسول و عروتی موفق، میهن (1395)ف تأثیر بازیهای آموزشی گروهی مبتنی بر محیط یادگیری سازندهگرا بر پرورش مهارت تفکر خلاق کودکان پیشدبستانیف فصلنامة علمی، پژوهشی ابتکار و خلاقیت در علوم انسانی. 6 (1)، ص. 19-44.
مرادی, رحیم و نوروزی، داریوش. (1395). مقایسهٔ اثربخشی آموزش از طریق بازیهای آموزشی رایانهای و روش سنتی بر مهارتهای تفکر انتقادی و خلاقیت دانشآموزان تیزهوش. مجله روانشناسی مدرسه و آموزشگاه, 5 (2)، ص. 131-150.
Agogué, M., Levillain, K., & Hooge, S. (2015). Gamification of creativity: exploring the usefulness of serious games for ideation. Creativity and Innovation Management, 24(3), 415-429.
Al-Abdali, N. S., & Al-Balushi, S. M. (2016). Teaching for creativity by science teachers in grades 5–10. International Journal of Science and Mathematics Education, 14(2), 251-268.
Al-Dhaimat, Y., Albdour, N. T., & Alshraideh, M. (2020). Creative Self-Efficacy and Its' Relationship to Intellectual Stress among Gifted Students at the Jubilee School. World Journal of Education, 10(3), 208-219.
Aljraiwi, S. (2019). Effectiveness of gamification of web-based learning in improving academic achievement and creative thinking among primary school students. International Journal of Education and Practice, 7(3), 242-257.
Armier Jr, D. D., Shepherd, C. E., & Skrabut, S. (2016). Using game elements to increase student engagement in course assignments. College Teaching, 64(2), 64-72.
Arnold, B. J. (2014). Gamification in education. Proceedings of the American Society of Business and Behavioral Sciences, 21(1), 32–39.
Bahtiar, B., & Ibrahim, I. (2022, January). The science literacy profile based on students’ creative thinking skill in the time of COVID-19 pandemic using blended learning. In International Conference on Madrasah Reform 2021 (ICMR 2021) (pp. 102-110). Atlantis Press.
Berg, H., Taatila, V., & Volkmann, C. (2012). Fostering creativity–a holistic framework for teaching creativity. Development and Learning in Organizations: An International Journal, 26(6), 5-8.
Bunchball, I. (2010). Gamification 101: An introduction to the use of game dynamics to influence behavior. White paper, 9.
Caballé, S., & Clarisó, R. (2016). Formative Assessment, Learning Data Analytics and Gamification: In ICT Education: Morgan Kaufmann.
Campbell, A. A. (2016). Gamification in higher education: Not a trivial pursuit: St. Thomas University.
da Rocha Seixas, L., Gomes, A. S., & de Melo Filho, I. J. (2016). Effectiveness of gamification in the engagement of students. Computers in Human Behavior, 58, 48-63.
Dadakhon, T., & Sabohat, A. (2022). Developing Creative Thinking through Primary School Students Solving Problems. European Multidisciplinary Journal of Modern Science, 6, 71-76.
Dehghanzadeh, H., Fardanesh, H., Hatami, J., Talaee, E., & Noroozi, O. (2021). Using gamification to support learning English as a second language: a systematic review. Computer Assisted Language Learning, 34(7), 934-957.
Dehghanzadeh, H. Farrokhnia, M. Dehghanzadeh, H. Taghipour, K. Noroozi, O. (2023). Using gamification to support learning in K-12 education: A systematic literature review.
British Journal of Educational Technology.
https://doi.org/10.1111/bjet.13335
Ferrari, A., Cachia, R., & Punie, Y. (2009). Innovation and creativity in education and training in the EU member states: Fostering creative learning and supporting innovative teaching. JRC Technical Note, 52374, 64.
Fisher, R. (2005). Teaching children to think: Nelson Thornes.
Greenstein, L. M. (2012). Assessing 21st century skills: A guide to evaluating mastery and authentic learning: Corwin Press.
Hasan, R., Lukitasari, M., Utami, S., & Anizar, A. (2019). The activeness, critical, and creative thinking skills of students in the Lesson Study-based inquiry and cooperative learning. JPBI (Jurnal Pendidikan Biologi Indonesia), 5(1), 77-84.
Hossenpour, S., Sharifirahnmo, S., Mohammadi, S., & Fathi, A. (2022). The Effectiveness of Teaching a Seven-Step Learning Cycle Model on Improving Creative Thinking and Problem Solving Skills in Elementary Students’ Social Studies Subject. Thinking and Children, 12(2), 133-155.
Joynes, C., Rossignoli, S., & Amonoo-Kuofi, E. F. (2019). 21st Century Skills: evidence of issues in definition, demand and delivery for development contexts. Education Development Trust
Kalinauskas, M. (2014). Gamification in fostering creativity. Socialinės Technologijos, 4(01), 62-75.
Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons.
Kapp, K. M. (2012). The gamification of learning and instruction: Wiley San Francisco.
Kiryakova, G., Angelova, N., & Yordanova, L. (2014, October). Gamification in education. In Proceedings of 9th international Balkan education and science conference (Vol. 1, pp. 679-684).
Landers, R. N., Bauer, K. N., Callan, R. C., & Armstrong, M. B. (2015). Psychological theory and the gamification of learning. Gamification in education and business, 165-186.
Lin, Y.-S. (2011). Fostering creativity through education–a conceptual framework of creative pedagogy. Creative education, 2(03), 149.
Looyestyn, J., Kernot, J., Boshoff, K., Ryan, J., Edney, S., & Maher, C. (2017). Does gamification increase engagement with online programs? A systematic review. PloS one, 12(3), e0173403.
Lundgren, S., & Bjork, S. (2003, November). Game mechanics: Describing computer-augmented games in terms of interaction. In Proceedings of TIDSE (Vol. 3).
Mann, E. L. (2005). Mathematical creativity and school mathematics: Indicators of mathematical creativity in middle school students: University of Connecticut.
Mardhiyah, R. H., Aldriani, S. N. F., Chitta, F., & Zulfikar, M. R. (2021). Pentingnya keterampilan belajar di abad 21 sebagai tuntutan dalam pengembangan sumber daya manusia. Lectura: Jurnal Pendidikan, 12(1), 29-40.
Morris, B. J., Croker, S., Zimmerman, C., Gill, D., & Romig, C. (2013). Gaming science: the “Gamification” of scientific thinking. Frontiers in psychology, 4, 607.
Neira, J. A. P., & Soto, I. R. S. (2013). Creativity and Physics Learning as Product of the Intervention with Conceptual Maps and Gowin’s V Diagram. Creative Education, 04(12), 13–20. https://doi.org/10.4236/ce.2013.412a1003
Purwati, S. (2022). Profile of Students' Creative Thinking Skills in High School. Thinking Skills and Creativity Journal, 5(1).
Stanny, C. (2016). Reevaluating Bloom’s Taxonomy: What Measurable Verbs Can and Cannot Say about Student Learning.
Education Sciences, 6(4), 37.
https://doi.org/10.3390/educsci6040037