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., Fenton, J., Schlager, M., & Fusco, J. (1999). From MOO to MEOW: Domesticating technology for online communities. Paper presented at the Third International Conference on Computer Support for Collaborative Learning. http://tappedin.org/tappedin/web/papers/1999/MooMeowCSCL.pdf
- 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.
- Steel, W. (2006). China Set to Become #2 MMO Market: The Chinese MMO market expected to soon surpass South Korea. [Electronic Version]. Retrieved June 1, 2006 from http://pc.ign.com/articles/711/711051p1.html.
- 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.
- Strangman, N., & Hall, T. (2003). Virtual Reality/Simulations [Electronic Version]. Retrieved May 21, 2006 from http://www.cast.org/publications/ncac/ncac_vr.html.
- 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.