VirtualWorldLearningReferences

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Introduction

The RiskWiki book and Thesis: "Real Learning in Virtual Worlds" by Dianne Bishop (2008) references an extensive list of works which is reproduced in its entirety here. The reference list also provides an outstanding bibliography about Virtual Worlds and the Virtual World Learning space. Students of these two areas are commended to explore the work of the authors listed below.


References and Bibliography

Anderson, L. W., Krathwohl, D. R., Airasian, P. W., Cruikshank, K. A., Mayer, R. E., Pintrich, P. R., et al. (2001). A taxonomy for learning, teaching, and assessing: A revision of Bloom’s Taxonomy of Educational Objectives. New York: Longman.

Anderson Research Group (n.d.). The Revised Bloom’s Taxonomy. Accessed: Jun, 2008 Retrieved from: www.andersonresearchgroup.com/reports/TPP2.ppt

Annetta, L. A., Murray, M. R., Laird, S. G., Bohr, S. C., & Park, J. C. (2006). Serious Games: Incorporating Video Games in the Classroom. EDUCAUSE Quarterly 29(3), Accessed: Jun, 2008 Retrieved from: http://connect.educause.edu/Library/EDUCAUSE+Quarterly/SeriousGamesIncorporating/39986

Arreguin, C. (2007). Reports from the Field: Second Life Community Convention 2007 Education Track Summary. Best Practices from the Second Life Community Convention Education Track 2007, Accessed: Jun, 2008 Retrieved from: http://www.holymeatballs.org/pdfs/VirtualWorldsforLearningRoadmap_012008.pdf

Axon, S. (2008). Massively's Visual History of MMORPGs, Part I. Massively, Accessed: Jun, 2008 Retrieved from: http://www.massively.com/2008/03/31/massivelys-visual-history-of-mmorpgs-part-i/

Bailenson, J. N., Yee, N., Blascovich, J., Beall, A. C., Lundblad, N., & Jin, M. (2007). The use of immersive virtual reality in the learning sciences: Digital transformations of teachers, students, and social context. The Journal of the Learning Sciences.

Bainbridge, W. S. (2007). The Scientific Research Potential of Virtual Worlds. Science, 317(5837), 472 - 476.

Bartle, R. (1990). Interactive Multi-User Computer Games. Accessed: Jun, 2008 Retrieved from: http://www.mud.co.uk/richard/imucg0.htm

Bartle, R. (2003). Designing Virtual Worlds. Indianapolis, USA: New Riders.

Beedle, J. B., & Wright, V. H. (2007). Perspectives from Multiplayer Video Gamers. In D. Gibson (Ed.), Games and Simulations in Online Learning: Research & Development Frameworks. Hershey PA, USA: Idea Group Inc

Bell, L. (2006). Dobbit Do program at Second Life Library. Second Life Library 2.0, Retrieved from: http://secondlifelibrary.blogspot.com/2006/06/dobbit-do-program-at-second-life.html

Bellman, K., & Landauer, C. (2000). Playing In The Mud: Virtual Worlds Are Real Places. Applied Artificial Intelligence, 14(1), 93-123.

Benford, S., Greenhalgh, C., Reynard, G., Brown, C., & Koleva, B. (1998). Understanding and constructing shared spaces with mixed-reality boundaries. ACM Transactions on Computer-Human Interaction 5(3), 185-223 Accessed: Jun, 2008 Retrieved from: http://www.crg.cs.nott.ac.uk/research/publications/papers/TOCHI98.pdf

Billinghurst, M., Kato, H., & Poupyrev, I. (2001). The MagicBook: Moving Seamlessly between Reality and Virtuality. IEEE Computer Graphics and Applications, 21(3), 6-8.

Biocca, F., & Delaney, B. (1995). Immersive virtual reality technology. In Communication in the age of virtual reality (pp. 57-124): Lawrence Erlbaum Associates, Inc.Accessed: May, 2008 Retrieved from: http://www.mindlab.org/images/d/DOC713.pdf

Blizzard Entertainment Inc (2008). World of Warcraft Surpasses 11 million Subscribers Worldwide. Retrieved from: http://www.blizzard.com/us/press/081028.html

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Briggs, J. C. (1996). The Promise of Virtual Reality. The Futurist 30(5), Accessed: May, 2008 Retrieved from: http://project.cyberpunk.ru/idb/virtualreality_promise.html

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Brooks, F. P., Jr. (1999). What's real about virtual reality? Computer Graphics and Applications, IEEE, 19(6), 16-27.

Brown, J. D. (1997). Skewness and Kurtosis. Shiken: JALT Testing & Evaluation SIG Newsletter 1(1), 1-20 Accessed: Jan, 2009 Retrieved from: http://jalt.org/test/bro_1.htm

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Bulkley, K. (2007). Today Second Life, tomorrow the world. Interview: Philip Rosedale. The Guardian, Accessed: Jun, 2008 Retrieved from: http://www.guardian.co.uk/technology/2007/may/17/media.newmedia2

Burdea, G. C., & Coiffet, P. (2003). Virtual Reality Technology (2nd ed.): Wiley-IEEE Press.

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Carless, S. (2006). Australian Defence Force Licenses Virtual Battlespace. Serious Games Source April 18, Accessed: Jun, 2008 Retrieved from: http://www.seriousgamessource.com/item.php?story=8955

Carlson, W. (2003). Section 17: Virtual Reality and Artificial Environments. In A Critical History of Computer Graphics and Animation: The Ohio State University.Accessed: May, 2008 Retrieved from: http://design.osu.edu/carlson/history/lessons.html

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Castronova, E. (2001). Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier. CESifo Working Paper Series No. 618, Accessed: May, 2008 Retrieved from: http://ssrn.com/paper=294828

Cavazza, F. (2007). Virtual Universes Landscape. Accessed: May, 2008 Retrieved from: http://www.fredcavazza.net/2007/10/04/virtual-universes-landscape/

Chesher, C. (1994). Colonizing Virtual Reality. Construction of the Discourse of Virtual Reality, 1984-1992. Cultronix (1), Retrieved from: http://cultronix.eserver.org/chesher/

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Clark, S., & Maher, M. L. (2006). Collaborative Learning in A 3D Virtual Place: Investigating the Role of Place in a Virtual Learning Environment. Advanced Technology for Learning 3(4), Accessed: Jun, 2008 Retrieved from: http://web.arch.usyd.edu.au/~mary/Pubs/2006pdf/ATL_MLM_SC.pdf

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Corbit, M. (2002). Building Virtual Worlds for Informal Science Learning (SciCentr and SciFair) in the Active Worlds Educational Universe (AWEDU). Presence: Teleoperators & Virtual Environments, 11(1), 55-67.

Corry, M. (1996). Gagne's Theory of Instruction. Dr. Donald Cunningham Spring, 540 Accessed: Jun, 2008 Retrieved from: http://home.gwu.edu/~mcorry/corry1.htm

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Dede, C. (1995). The Evolution of Constructivist Learning Environments: Immersion in Distributed, Virtual Worlds. Educational Technology, Research and Development, Vol. 35(No. 5), pp. 46-52.

Dede, C. (2004). Enabling Distributed Learning Communities Via EmergingTechnologies -- Part Two. T H E Journal, 32(3), 16-26.

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Deuchar, S., & Nodder, C. (2003). The Impact of Avatars and 3D Virtual World Creation on Learning. Paper presented at the Proceedings of the 16th Annual NACCQ, Palmerston North New Zealand. Retrieved from: www.naccq.ac.nz

Dickey, M. D. (1999). 3D Virtual Worlds and Learning: An analysis of the impact of design affordances and limitations in Active Worlds, Blaxxun Interactive, and Onlive! Traveler; and a study of the implementation of Active Worlds for formal and informal education. Dissertation; The Ohio State University, from http://mchel.com/Research.htm

Dickey, M. D. (2003). Teaching in 3D: Pedagogical Affordances and Constraints of 3D Virtual Worlds for Synchronous Distance Learning. Distance Education, 24(1), 105-122.

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(2), 439.

DONCIO, OPNAV N79, CNET, Naval Postgraduate School, Marine Corps Training and Education Command, & Marine Corps Distance Learning Center (2008). Learning in a Virtual World, Accessed: Jun, 2008 Retrieved from: http://wiki.nasa.gov/cm/wiki/?id=2731

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Electronic Arts (2007). Ultima Online: Kingdom Reborn FAQ. Accessed: May, 2008 Retrieved from: http://www.uo.com/uokr/UOKR/uokr_faq.shtml

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Jamison, J. (2007). Two Years of Introducing Educators to Second Life in 60 Minutes, or: Tips for Dinosaur Wrangling. Paper presented at the Second Life Best Practices in Education: Teaching, Learning, and Research 2007 International Conference

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