Book References

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Chapter 9 References

Aldrich, Clark (2004). Simulations and the future of learning: An innovative (and perhaps revolutionary) approach to e-learning. San Francisco: Pfeiffer Publishing.

Alhadeff, Elaine (2007, February 23). £7 million serious games institute in Coventry. Blog: Future Making Serious Games. Retrieved April 27, 2008, from http://elianealhadeff.blogspot.com/2007/02/7-million-serious-games-institute-in.html

Bonk, Curtis, & Dennen, Vanessa Paz (2005). Massive multiplayer online gaming: A research framework for military education and training. (Technical Report # 2005-1). Washington, DC: U.S. Department of Defense (DUSD/R): Advanced Distributed Learning (ADL) Initiative. Can download from: http://mypage.iu.edu/~cjbonk/
GameReport_Bonk_final.pdf
or from the ADL lab: http://adlcommunity.net/file.php/23/GrooveFiles/
GameReport_Bonk_final.pdf

Breck, Judy (2006, October 19). MacArthur Digital Media and Learning blog and website debut. Smart Mobs. Retrieved June 30, 2007, from http://www.smartmobs.com/archive/2006/10/19/
macarthur_digit....html

Brennan, Michael & Kao, George (2004, May). The promise and reality of technology-based simulations. Chief Learning Officer, 3(5), 52-55.

Cisco (2007, November 28). Coventry University creates a unique mobile learning environment in its serious games institute: Students to synchronize their real-life locations in a virtual campus with Cisco and Giunti Labs' technology. Cisco Systems, Inc. Retrieved April 27, 2008, from http://newsroom.cisco.com/dlls/2007/prod_112807b.html

CNN.com (2008, April 1). Report: Many big city graduation rates below 50%. CNN.com. Retrieved April 9, 2008, from http://www.cnn.com/2008/US/04/01/school.grad.rates.ap/index.html#cnnSTCText

Dawson, Christopher (2006, September 28). Harvard prof holds law class in the virtual world of Second Life. ZDNet Education. Retrieved April 26, 2008, from http://education.zdnet.com/?p=548

Delaney, Kevin (2003, November 3). Are videogames ready to be taken seriously by media reviewers? GameGirlAdvance Weblog and Online Journal: Wall Street Journal, pp. B1. Retrieved May 20, 2004, from http://www.gamegirladvance.com/archives/2003/11/03/the_wsj_gets_it.html

Ducheneaut, Nicolas, & Moore, Robert J. (2004). The social side of gaming: A study of interaction patterns in a massively multiplayer online game. Proceedings of the 2004 ACM conference on Computer Supportive Cooperative Work, 360-369.

eSchool News (2006, October 20). MacArthur to invest $50 in digital learning: Five-year research project to explore the impact of digital learning on youth. eSchool News. Retrieved April 20, 2008, from http://www.eschoolnews.com/news/top-news/index.cfm?i=41374&CFID=818938&CFTOKEN=57205032

eSchool News (2007, December 6). Instructors get help teaching in Second Life: Georgia State to create island in Second Life that offers guidance on virtual instruction. eSchool News. Retrieved April 26, 2008, from http://www.eschoolnews.com/news/top-news/?i=50934

Fanton, Jonathan (2007, June 19). New generations, new media challenges. St. Louis Post-Dispatch, Retrieved from MacArthur Foundation June 3, 2008, from http://www.macfound.org/site/apps/nlnet/content2.aspx?c=lkLXJ8MQKrH&b=1137397&ct=3970699

Foster, Andrea L. (2006, August 30). Harvard to offer its first course in a ‘virtual world.' Chronicle of Higher Education. Retrieved April 26, 2008, from http://chronicle.com/daily/2006/08/2006083001t.htm

Foster, Andrea L. (2007, October 15). Thought-controlled avatars emerge in Second Life. Wired Campus: Online Chronicle of Higher Education. Retrieved April 26, 2008, from http://chronicle.com/wiredcampus/article/2454/thought-controlled-avatars-emerge-in-second-life

Gee, James Paul (2003). What video games have to teach us about learning and literacy. Palgrave. NY: MacMillan.

Government Office for the West Midlands (2008). Regional profile. Retrieved April 27, 2008, from http://www.go-wm.gov.uk/gowm/OurReg/

Harmon, Amy (2003, April). More than just a game, but how close to reality? New York Times. Retrieved May 2, 2004, from http://www.peostri.army.mil/PAO/pressrelease/moreThan.jsp.

Herz, J. C., & Macedonia, Michael R. (2002, April). Computer games and the military: Two views. Defense Horizons, 11. Retrieved May 3, 2004, from http://www.ndu.edu/inss/DefHor/DH11/DH11.htm.

Hornik, Steven (2008, January 22). Accounting students in Second Life. Really engaging accounting. Retrieved April 8, 2008, from http://www.mydebitcredit.com/2008/01/22/accounting-students-in-second-life/

Hutcheon, Stephen (2007, September 19). Workers shape up for big blue with IBM. The Sydney Morning Herald. Retrieved April 26, 2008, from http://www.smh.com.au/news/web/ibm-workers-to-walk-out--in-second-life/2007/09/19/1189881553044.html

Jenkins, Henry (2006). Convergence culture: Where old and new media collide. New York: New York University Press.

Jones, Steve (2003). Let the games begin: Gaming technology and edutainment among college students. Pew Internet and American Life Project, Washington, DC. Retrieved April 10, 2004, from http://www.pewinternet.org/reports/toc.asp?Report=93.

Kirriemuir, John (2002, February). Video gaming, education and digital learning technologies. D-Lib, 8(2). Retrieved April 10, 2004, from http://www.dlib.org/dlib/february02/kirriemuir/02kirriemuir.html

Krazit, Tom (2006, November 14). Dell sets up ‘Second Life' shop, offers PCs to residents. ZDNews.com. Retrieved April 26, 2008, from http://news.zdnet.com/2100-9595_22-6135497.html

LaMonica, Martin (2006, November 13). IBM's chief steps into ‘Second Life' for incubator launch. CNET News.com. Retrieved April 26, 2008, from http://earthlink.com.com/IBMs-chief-steps-into-Second-Life-for-incubator-launch/2100-1014_3-6135109.html

Lenhart, Amanda, Rainie, Lee, & Lewis, Oliver (2001). Teenage life online. Pew Internet and American Life Project, Washington, DC. Retrieved April 10, 2004, from http://www.pewinternet.org/reports/toc.asp?Report=36.

Long, Colleen (2007, December 13). NY school opens for serious games. Boston.com. Retrieved April 26, 2008, from http://www.boston.com/business/technology/articles/2007/12/13/ny_school_opens_lab_for_serious_games/

MacArthur Foundation (2007). Digital Media and Learning. Retrieved June 30, 2007, from

http://www.digitallearning.macfound.org/site/c.enJLKQNlFiG/b.2029199/k.BFC9/Home.htm

Marriott, Michel (2005, February 24). We have to operate, but let's play first. New York Times. Retrieved April 28, 2008, from http://www.nytimes.com/2005/02/24/technology/circuits/24docs.html

McConnon, Aili (2006, November 7). The MacArthur Foundation's digital drive. Retrieved June 30, 2007, from

http://www.businessweek.com/innovate/content/nov2006/id20061107_359889.htm

Metz, Cade (2007, August 1). Second Life will dwarf the web in ten years. The Register. Retrieved April 26, 2008, from http://www.theregister.co.uk/2007/08/01/second_life_to_dwarf_web_in_ten_years/

Musgrove, Mike (2007, June 10). The new political games make a point. Washington Post.com. Retrieved April 26, 2008, from http://www.washingtonpost.com/wp-dyn/content/article/2007/06/09/AR2007060900049.html

Naone, Erica (2007, October 29).Moving freely between virtual worlds. Technology Review. Retrieved April 26, 2008, from http://www.technologyreview.com/Infotech/19629/

Nesson, Rebecca, & Nesson, Charles (in press). In the virtual classroom: An ethnographic argument for education in virtual worlds. Space and Culture. Sage Publications. Retrieved April 27, 2008, from http://www.eecs.harvard.edu/~nesson/ed-vw-1.3.pdf

O'Hear, Steve (2007, September 28). IBM workers strike in Second Life; Twitter keyword alerts goes live; Google buys mobile Zingku; Facebook bubble? The Social Web. Retrieved April 26, 2008, from http://blogs.zdnet.com/social/?p=316

The Pew Internet & American Life Project (2007). Homepage. Retrieved June 30, 2007, from http://www.pewinternet.org/

Prensky, Marc (2001). Digital game-based learning. NY: McGraw-Hill.

Price, Catherine (2007, July 31). Sex ed in Second Life: Could a virtual island teach students about real-world sex? Salon.com. Retrieved April 26, 2008, from http://www.salon.com/mwt/broadsheet/2007/07/31/sex_in_second_life/print.html

Raths, David (2006, August). Virtual reality in the OR. Training and Development Magazine, 60(8), 36-40.

Shankland, Stephen (2006, December 12). IBM to give birth to ‘Second Life' business group. CNET News.com. Retrieved April 26, 2008, from http://earthlink.com.com/IBM+to+give+birth+to+Second+Life+business+group/2100-1014_3-6143175.html

Snider, Mike (2002, May 23). Where movies end, games begin. USA Today. Retrieved May 14, 2002, from http://www.usatoday.com/tech/techreviews/2002/5/23/e3.htm.

Spensley, D. C. (2007, September 13). Full immersion hyperformalism by DC Spensley 8/07 to 4/08. Blog: Dan Coyote. Retrieved April 26, 2008, from http://www.dancoyote.com/?p=29

Squire, Kurt, & Steinkuehler, Constance (2005). Meet the gamers. Library Journal. Retrieved June 18, 2008, from http://www.libraryjournal.com/article/CA516033.html

Stevenson, Reed (2003, May). U.S. Army creates video game to train soldiers. Technology-Reuters. Yahoo! News. Retrieved May 15, 2003.

Theroux, James, Carpenter, Cari, & Kilbane, Claire. (2004). Experimental online case study for a breakthrough in student engagement: Focus group results. Journal of Asynchronous Learning Networks, 8(3), retrieved July 1, 2007, from http://www.sloan-c.org/publications/jaln/v8n3/v8n3_theroux.asp

UVA Today (2007, June 11). International team rebuilds ancient Rome digitally. UVA Today. Retrieved April 26, 2008, from http://www.virginia.edu/uvatoday/newsRelease.php?id=2223

Vargas, Jose Antonio (2006, February 14). Virtual reality prepares soldiers for real war: Young warriors say video shooter games helped hone their skills. Washington Post. Retrieved July 1, 2007, from http://www.washingtonpost.com/wp-dyn/content/article/2006/02/13/AR2006021302437_pf.html

Villafania, Alexander (2007, November 26). Arroyo activates virtual self in Second Life. Inquirer.net. Retrieved April 26, 2008, from http://technology.inquirer.net/infotech/infotech/view_article.php?article_id=103122

Wikipedia (2008a). Coventry. Retrieved April 27, 2008, from http://en.wikipedia.org/wiki/City_of_Coventry

Wikipedia (2008b). Soren Johnson. Retrieved June 18, 2008, from http://en.wikipedia.org/wiki/Soren_Johnson

Wiles, Russ (2007, September 27). ASU tapped to test networking site. The Arizona Republic, Retrieved April 26, 2008, from http://www.azcentral.com/arizonarepublic/business/articles/0927biz-virtualreality0927.html

Wilson, Robin (2007, July 3). A Greenspan for gamers. Chronicle of Higher Education. Retrieved July 6, 2007, from http://chronicle.com/wiredcampus/index.php?id=2199?=atwc