LAWLESS SKY and LITTLE GREEN DRAGON

Archive for the ‘References’


Bibliography S

  • Sanchez, J. (2007). A Sociotechnical Analysis of Second Life in an Undergraduate English course. Proceedings of World Conference on Educational Multimedia,Hypermedia and Telecommunications 2007. Chesapeake, VA: AACE.
  • Sanchez, J. (2007). Second Life: An Interactive Qualitative Analysis. In C. Crawford et al. (Eds.), Proceedings of Society for Information Technology and Teacher Education International Conference 2007 (pp. 1240-1243). Chesapeake, VA: AACE.
  • Schank, P., Fusco, J., Coleman, C., & Korbak. (1999, December). Knowledge Building in Tapped In and ChemSense. Paper presented at the Computer Support for Collaborative Learning ‘99 Workshop on the Design and Assessment of Knowledge-Building Environments, Stanford, CA.
  • Schank, P., Harris, Z., & Schlager, M. (2002, November). Painting a Landscape onto Tapped In 2. Paper presented at the Computer Support for Collaborative Learning 2002 Workshop on the Role of Place in Virtual Community, New Orleans, LA. http://tappedin.org/tappedin/web/papers/2003/TPDBarab.pdf
  • Schlager, M., & Fusco, J. (2004). Teacher professional development, technology, and communities of practice: Are we putting the cart before the horse? In S. Barab, R. Kling & J. Gray (Eds.), Designing for virtual communities in the service of learning. Cambridge, UK: Cambridge University Press.
  • Schlager, M., Fusco, J., & Schank, P. (2002). Evolution of an On-line Education Community of Practice. In K. A. Renninger & W. Shumar (Eds.), Building Virtual Communities: Learning and Change in Cyberspace (pp. 129-158). New York: Cambridge University Press.
  • Schlager, M., Schank, P., & Godard, R. (1996, November). Serious Uses of MUDs: Tapped In to Teacher Professional Development: An On-line Conference Center for Education Communities. Paper presented at the Computer Support for Collaborative Work, Boston, MA. http://tappedin.org/tappedin/web/papers/1996/cscw96.html
  • Schroeder, R. (2002). The social Life of Avatars; Presence and Interaction in Shared Virtual Environments. New York: Springer
  • Schroeder, R. & Axelsson, A-S, (2006). Avatars at Work and Play: Collaboration and Interaction in Shared Virtual Environments. New York: Springer
  • Sidman-Taveau, R., & Milner-Bolotin, M. (2001). Constructivist inspiration: A project-based model for L2 learning in virtual worlds. Austin, TX: University of Texas Foreign Language Education Program.
  • Stoermer, R., Mager, R., Roessler, A., Mueller-Spahn, F., & Bullinger, A. H. (2000). Monitoring Human-Virtual Reality Interaction: A Time Series Analysis Approach. CyberPsychology & Behavior 3(3), 401-406.
  • Sung, W.-T., & Ou, S.-T. (2002). Learning Computer Graphics using Virtual Reality Technologies Based on Constructivism – Case study of the WebDeGrator System. Interactive Learning Environments, 10(3), 177-197.

Bibliography Q-R

  • Ruddle, R. A., Payne, S. J., & Jones, D. M. (1997). Navigating Buildings in “Desk-Top” Virtual Environments: Experimental Investigations Using Extended Navigational Experience. Journal of Experimental Psychology: Applied, 3(2), 143-159.

Bibliography O-P

  • Ondrejka, C. (2003, November, 2003). Escaping the Gilded Cage: User Created Content and Building the Metaverse. Paper presented at the The State of Play: Law, Games, and Virtual Worlds, New York Law School. http://www.nyls.edu/pdfs/escapefinal.pdf
  • Ondrejka, C. R. (2004). A piece of place: Modeling the digital on the real in Second Life [Electronic Version]. Retrieved April 15, 2006 from http://ssrn.com/abstract=555883.
  • Polin, L. (2000, April, 2000). Affordances of a VR World as a Place for Learning: Discourse Patterns and Contextualization Cues Framing Learning Experiences for Adults in a Real-time, Text-based, Virtual Reality Setting. Paper presented at the AERA Symposium, New Orleans, LA. http://lrs.ed.uiuc.edu/aera00/47.47/polin

Bibliography M-N

  • Manusov, V. L. & Patterson, M. L., eds. (2006). The Sage Handbook of Nonverbal Communication.
  • Mehrabian, A. (1967). Attitudes inferred from nonimmediacy of verbal communication. Journal of Verbal Learning and Verbal Behavior, 6, 294-295.
  • Mehrabian, A. (1981). Silent messages. Implicit communication of emotions and attitudes (2nd ed.). Belmont, CA: Wadsworth.
  • Modjeska, D., & Chignell, M. (2003). Individual differences in exploration using Desktop VR. Journal of the American Society for Information Science and Technology, 54(3), 216-228.
  • Moore, P. (1995). Learning and teaching in virtual worlds: Implications of virtual reality for education. Australian Journal of Educational Technology, 11(2), 91-102.
  • Moreno, R., & Mayer, R. E. (2004). Personalized messages that promote science learning in virtual environments. Journal of Educational Psychology, 96(1), 165-173.
  • Moreno, R., & Mayer, R. E. (2005). Role of Guidance, Reflection, and Interactivity in an Agent-Based Multimedia Game. Journal of Educational Psychology, 97(1), 117-128.

Bibliography K-L

  • Kazuaki, T., Tomoaki, O., Norihiro, A., & Horikazu, T. (2003). Verbal/nonverbal communication between man and Avatar in virtual mechanical assembly training system. Third International Conference on Virtual Reality and Its Application in Industry. Edited by Pan, Zhigeng; Shi, Jiaoying. Proceedings of the SPIE, Volume 4756, pp. 142-151. Retrieved at http://adsabs.harvard.edu/abs/2003spie.4756..142t
  • Kozma, R., & Schank, P. (1997). Virtual Places for Collaborative Science Simulations. BioQuest Notes(Spring 1997).
  • Kujampaa, T., & Manninen, T. (2003). Supporting visual elements of non-verbal communication in computer game avatars. In Proceedings of Level Up – Digital Games Research Conference. Copier, M., and Raesseus, J. (eds), Universiteit Utrecht, pp. 220-233. Retrieved at http://ludocraft.oulu.fi/publications/DGRC_2003_NVC_Avatars.pdf

Bibliography H-I-J

  • Hampel, T. (2002). sTeam–Providing primary media functions for web-based computer-supported cooperative learning. Germany.
  • J.G., J. (2004). 3D graphical MOO for internet-based distributed learning: First year results. Paper presented at the National Educational Computing Conference, New Orleans, LA.
  • Jacobs, G. E. (2004). Complicating contexts: Issues of methodology in researching the language and literacies of Instant Messaging. Reading Research Quarterly, 39(4), 394-406.
  • Jensen, J. F. (1999). 3D inhabited virtual worlds: Interactivity and interaction between avatars, autonomous agents, and users. Denmark.
  • Jones, J. G. (2003). Design and implementation of an educational 3D MOO. Paper presented at the Association for Educational Communications and Technology, Anaheim, CA.
  • Jones, J. G. (2003). Using next generation 3D graphical MOOs for internet-based distributed learning. Paper presented at the National Educational Computing Conference, Seattle, WA.
  • Jones, J. G. (2004). Content Migration between 3D Online Learning Environments. Paper presented at the L.O.W. International Conference on 3D Educational Environments, Helsinki, Finland. http://courseweb.unt.edu/gjones/wp1004.html
  • Jones, J. G. (2004). 3D on-line distributed learning environments: An old concept with a new twist. Paper presented at the Society for Information Technology and Teacher Education International Conference Atlanta, GA.
  • Jones, J. G. (2006). Accelerating Online Text-based Discourse via 3D Online Learning Environments. Paper presented at the Society for Information Technology and Teacher Education International Conference, Orlando, FL.
  • Jones, J. G., & Bronack, S. C. (in press). Rethinking cognition, representations, and processes in 3D online social learning environments. In D. Gibson, C. Aldrich & M. Prensky (Eds.), Games and Simulations in Online Learning (Vol. 2, pp. 107-147). Hershey, PA: Idea Group.
  • Jones, J. G., & Hicks, J. (2004). Logo goes 3D. Paper presented at the Society for Information Technology and Teacher Education International 2004, Atlanta, GA.
  • Jones, J. G., & Hicks, J. (2004). Touring mars online, real-time, and in 3D for educators and students. Paper presented at the Emerging Technologies and Theories for Teaching and Learning, Bloomington, IN.
  • Jones, J. G., Morales, C., & Knezek, G. (2004). Student attitudes towards an integrated 3D learning environment. Paper presented at the World Conference on Educational Multimedia, Hypermedia & Telecommunications, Lugano, Switzerland.
  • Jones, J. G., Morales, C., & Knezek, G. A. (2005). 3D Online Learning Environments: Examining Attitudes Toward Information Technology Between Students in Internet-Based 3D and Face-to-Face Classroom Instruction. Educational Media International, 42(3), 219-236.
  • Jones, J. G., & Overall, T. (2004, February). Changing logo from a single student system to a 3D on-line student collaboratory/participatory shared learning experience. Paper presented at the Texas Computer Educators Association, Austin, TX.
  • Jones, S. (2006). Reality and virtual reality: When virtual and real worlds collide. Cultural Studies, 20(2-3), 211-226.

Bibliography F-G

  • Fabri, M., Moore D. J., & Hobbs, D. J. (1999). The Emotional Avatar: Nonverbal Communication between Inhabitants of Collaborative Virtual Environments. Retrieved at http://citeseer.ist.psu.edu/582112.html
  • Foreman, J. (2004). Game-based learning: How to delight and instruct in the 21st Century. EDUCAUSE Review, 39(5), 50(52-54), 56.
  • Franchi, J. (1994). Virtual reality: An overview. TechTrends 39(1), 23-26.
  • Ge, X., Lee, J., & Yamashiro, K. A. (2003). Role-playing a legend in virtual reality. Academic Exchange Quarterly 7(2), 257-261.
  • Gesture-Based Communication in Human-Computer Interaction: International Gesture Workshop, GW’99, Gif-sur-Yvette, France, March 1999. Proceedings The Series (see google book search)
  • Guynup, S. L. (2003). From GUI to gallery: A study of online virtual environments. Paper presented at the Museums and the Web, Charlotte, NC.

Bibliography C-D

  • Calef, C., Vilbrandt, T., Vilbrandt, C., Goodwin, J., & Goodwin, J. (2002, April 17-20, 2002). Making It realtime: Exploring the use of optimized realtime environments for historical simulation and education. Paper presented at the Museums and the Web 2002, Boston, MA.
  • Carlin, A. S., Hoffman, H. G., & Weghorst, S. (1997). Virtual reality and tactile augmentation in the treatment of spider phobia: A case report Behaviour Research and Therapy, 35(2), 153-158.
  • Carlson, S. (2002). Can Grand Theft Auto inspire professors? Educators say the virtual worlds of video games help students think more broadly. Journal of Higher Education, 49(49), A31-A33.
  • Chen, C. J., Toh, S. C., & Fauzy, W. M. (2004). The theoretical framework for designing desktop virtual reality-based learning environments. Journal of Interactive Learning Research, 15(2), 147(121).
  • Chung, D. (2005). Something for Nothing: Understanding Purchasing Behaviors in Social Virtual Environments. CyberPsychology & Behavior, 8(6), 538-554.
  • De Antonio, A. (2000). Nonverbal communication and believable interaction in virtual environments. http://www.i3net.org/ser_pub/annualconf/abstracts/index.html
  • Dede, C. (1995). The evolution of constructivist learning environments: Immersion in distributed, virtual worlds. Educational Technology, 35(5), 46-52.
  • Dede, C. (2000). The Role of Emerging Technologies for Knowledge Mobilization, Dissemination, and Use In Education: Office of Educational Research and Improvement, U.S. Department of Education. http://www.virtual.gmu.edu/EDIT895/knowlmob.html
  • Dede, C., Brown L’Bahy, T., & Whitehouse, P. (2002). Designing and Studying Learning Experiences That Use Multiple Interactive Media To Bridge Distance and Time. In C. Vrasidas & G. V. Glass (Eds.), Current Perspectives on Applied Information Technologies: Distance Education. http://www.lesley.edu/faculty/tbrownlb/T502/index.htm
  • Delwiche, A. (2003, November, 2003). MMORPG’s in the College Classroom. Paper presented at the The State of Play: Law, Games, and Virtual Worlds, New York Law School. http://www.nyls.edu/pdfs/delwiche.pdf
  • Di Blas, N., Paolini, P., & Hazan, S. (2003). The SEE experience: Edutainment in 3D virtual worlds. Paper presented at the Museums and the Web 2003, Charlotte, NC.
  • Dickey, M. D. (2005). Brave New (Interactive) Worlds: A Review of the Design Affordances and Constraints of Two 3D Virtual Worlds as Interactive Learning Environments. Interactive Learning Environments, 13(1-2), 121-137.
  • Dickey, M. D. (2005). Three-dimensional virtual worlds and distance learning: two case studies of Active Worlds as a medium for distance education. British Journal of Educational Technology, 36(3), 439-451.

Bibliography A-B

  • Albert, G. (2005). Scene Perception, Gaze Behavior, and Perceptual Learning in Virtual Environments. CyberPsychology & Behavior, 8(6), 592-600.
  • Angel, R., Bronack, S., Cheney, A., Gilman, R., Riedl, R., Sanders, R., Tashner, J. ( 2006 , October ). Teaching IT through learning communities in a 3D immersive world – The Evolution of Online Instruction. Chapter in Distance Learning for Real-Time and Asynchronous Information Technology Education.
  • Antonijevic, S. (forthcoming, March 2008). From Text to Gesture Online: A Microethnographic Analysis of Nonverbal Communication in the Second Life Virtual Environment. Information, Communication, and Society. Ed. C. Haythornthwaite and B. Wellman (AoIR Special Issue).
  • Banos, R. M., Botella, C., Garcia-Palacios, A., Villa, H., Perpia, C., & Alcaiz, M. (2000). Presence and reality judgment in virtual environments: A unitary construct? CyberPsychology & Behavior, 3(3), 327-335.
  • Bricken, W. (1991). Extended abstract: A formal foundation for cyberspace. In S.K. Helsel (Ed.), Beyond the vision: The technology, research, and business of virtual reality. (Proceedings of the Second Annual Conference of Virtual Reality, Artificial Reality, and Cyberspace: San Francisco, September.) Westport: Meckler.
  • Bricken, M., & Byrne, C. M. (1992). [Summer students in virtual reality: A pilot study on educational applications of virtual reality technology. Seattle: Washington Technology Center. http://www.hitl.washington.edu/projects/education/psc/psc.html
  • Bronack, S., Riedl, R., Tashner, J. ( 2006, October). An Examination of the Influences of a Social Constructivist Conceptual Framework on Creating a Virtual World for Graduate Teaching and Learning. League of Worlds International Conference. http://www.leagueofworlds.com
  • Bronack, S., Cheney, A., Gilman, R., Riel, R., Tashner, J. ( 2007 , January ). Learning Communities in 3D Immersive Worlds: Evolving Online Instruction. Hawaii International Conference on Education. http://www.hiceducation.org/EDU2007.pdf
  • Bronack, S., Cheney, A., Gilman, R., Riedl, R., Sanders, R., and Tashner, J. ( 2007, January ). Communities in 3D Immersive Worlds: Evolving Online Instruction. Proceedings of the Hawaii International Conference on Education. Honolulu, HI.
  • Bronack, S., Cheney, A., Gilman, R., Riedl, R., and Tashner, J. (2007 , October ). Education in the Zone: Dynamic Learning Communities in a 3D Virtual World. IADIS International Conference Web Based Communities Book of Proceedings. Salamanca, Spain .

Reading List

Mighty Prim Series I.: General Tab, Content and Inventory Tutorial
Location: Meadowbrook 205,102,23 (SDSU sandbox)
(note: a couple of outdated info -see Calling Cards– most likely, the interface got updated) -01.22.08

Moodle and other online learning communities

Cole, J., & Foster, H. (2007). Using Moodle: Teaching with the popular open source course management system. [...]: O’Reilly Media, Inc.

Palloff, R. , &  Pratt, K. (2007). Building online learning communities: Effective strategies for the virtual classroom. [...]: Jossey-Bass

Rice, W. (2007). Moodle teaching techniques. [...]: Packt Publishing.

Shank, P. (2007). The online learning idea book: 95 proven ways to enhance technology-based and blended learning. [...]: Pfeiffer.

Annotated Bibliography

*Hutchison, D. (2007). Playing to Learn: Video Games in the Classroom. xxx: Teacher Ideas Press.
website: http://www.playingtolearn.org/
contact: David Hutchison, Ph.D.,Associate Professor,Pre-service Department,Faculty of Education,Brock University,St. Catharines, Ontario,Canada L2S 3A1, (905) 688-5550 x. 3354, (905) 688-0544 (fax), david.hutchison@brocku.ca, http://www.ed.brocku.ca/~davidh/
Summary: Playing to Learn is one of first practical resources that helps teachers integrate the study of video games into the classroom. The 250+ page book features over 100 video game activity ideas appropriate for Grades 4 to 12. Virtually every subject area is addressed, including language arts, mathematics, science, social studies, history, geography, health & physical education, drama, music, visual arts, computers, and business. The book is augmented with several discussion articles contributed by scholars, journalists, and bloggers who routinely write about video games. Also included are dozens of activity modification and extension ideas, Web links, data tables, and photos. Foreword by James Paul Gee.
Status: book ordered (June 6, 2007). personal review pending
Source: slrl D. Hutchison, June 6, 2007