EPSY 590 VE Bibliography
From WikEd
Virtual Worlds for Education Bibliography
Resources for EPSY 590 VE: Virtual Worlds for Education, compiled by Tony Hursh (awh@acm.org) and EPSY 590 VE students.
We won't read all of these during the class, so don't panic. :-) This is a first cut at a content area bibliography. In accordance with the wiki nature, the bibliography will be perpetually under construction. You're invited (and encouraged!) to add further resources to the list.
Alborzi, H., Druin, A., Montemayor, J., Sherman, L., Taxén, G., Best, J., Hammer, J., Kruskal, Lal, A., Plaisant Schwenn, T., Sumida, L., Wagner, R., Hendler, J. (1999). Designing StoryRooms: Interactive Storytelling Spaces for Children. ftp://ftp.cs.umd.edu/pub/hcil/Reports-Abstracts-Bibliography/2000-02html/2000-02.html
Bailey, B. P., Tettegah, S. Y., & Bradley, T. J. (2006). Clover: connecting technology and character education using personally-constructed animated vignettes. Interacting with Computers, 18, 793-819.
Baldwin, R. G. Alice programming tutorial. Retrieved December 30, 2008, from http://www.dickbaldwin.com/tocalice.htm
Barab, S. A., Hay, K. E., Barnett, M., & Squire, K. (2001). Constructing virtual worlds: Tracing the historical development of learner practices. Cognition and Instruction, 19(1), 47-94
Berkeley, L. (2006). Situating machinima in the new mediascape. Australian Journal of Emerging Technologies and Society, 4, 65-80.
Bricken, M. (1991). Virtual reality learning environments: Potentials and challenges. Computer Graphics, 25(3) 178-184.
Brown, D. J., Kerr, S. J., & Bayon, V. (1988, September). The development of the virtual city. In P. Sharkey, D. Rose, & J. I. Lindstrom (Eds.), The 2nd European Conference on Disability, Virtual Reality and Associated Technologies (pp. 89-98). Skovde, Sweden.
Bruner, J. (2003). Making stories: law, literature, life. Harvard University Press.
Bruner, J. (1987). Actual minds, possible worlds. Harvard University Press.
Campbell, J. (2008). The hero with a thousand faces. 3rd Ed. New World Library.
Childress, M.D. & Braswell, R. (2006). Using massively multiplayer online role-playing games for online learning. Distance Education, 27(2). 187-196.
Cobb, S., Beardon, L., Eastgate, R., Glover, T., Kerr, S., Neale, H., et al. (2002, March). Applied virtual environments to support learning of social interactionskills in users with Asperger's Syndrome. Digital Creativity, 13(1), 11. Retrieved May 10, 2009, from Academic Search Premier database. [1]
Cobb, S. & Fraser, D.S. (2005). Multimedia learning in virtual reality. In Mayer, R. E. (2005). The cambridge handbook of multimedia learning. Cambridge University Press.
Cole, M. (1998). Cultural psychology: a once and future discipline. Belknap Press.
Croquet Consortium. (2007). Croquet. Retrieved December 27, 2007, from http://www.opencroquet.org/index.php/Main_Page
Dann, W. P., Cooper, S., & Pausch, R. (2008). Learning to program with alice. Prentice Hall.
Dibbell, J. (1999). My tiny life: crime and passion in a virtual world (1st). Holt Paperbacks.
Druin, Allison (2002). The role of children in the design of new technology. Behaviour & Information Technology. 21, 1-25.
Foreman, N., Stanton, D. Wilson, P., & Duffy H. (2003). Successful transfer of spatial knowledge from a virtual to a real school environment in physically disabled children. Journal of Experimental Psychology: Applied, 9(2), 67-74.
Gärdenfors, P., & Johansson, P. (Eds.). (2005). Cognition, education, and communication technology. Mahwah, NJ: Lawrence Erlbaum Associates.
Gee, J.P. (2007) Pleasure, learning, video games, and life. In Knobel, M., & Lankshear, C. (2007). A new literacies sampler. Peter Lang Publishing.
Goldstein, J., Buckingham, D., & Brougere, G. (2004). Toys, games, and media. Mahwah, NJ: Lawrence Erlbaum.
Granade, S. (n.d.) Introducing Inform 7. Retrieved December 29, 2008 from http://brasslantern.org/writers/howto/i7intro.html
Green, T.R.G. (2008) Inform 7: a model for pedagogical programming? (from the Psychology of Programming Interest Group). Retrieved December 29, 2008 from http://www.ppig.org/newsletters/2008-10.html#inform
Greenbush Labs. (2008). Greenbush labs. Retrieved January 8, 2008, from http://rich.greenbush.us/index.php
Guzdial, M. (2003). A media computation course for non-majors. SIGCSE Bull., 35(3), 104-108. doi: 10.1145/961290.961542.
Hursh, A., Kim, D.H., and Taylor, K. (2008) Virtual Worlds for Education (presentation from the 2008 IOC conference)
infoisland.org. (2007). Second life library 2.0. Retrieved January 8, 2008, from http://infoisland.org/
Kafai, Y. B. (1995). Minds in play: computer game design as a context for children's learning. Hillsdale, NJ: Lawrence Erlbaum Associates. Chapter 4: Case Studies of Game Designers
Kelleher, C., Pausch, R., & Kiesler, S. (2007). Storytelling alice motivates middle school girls to learn computer programming. In Proceedings of the SIGCHI conference on Human factors in computing systems (pp. 1455-1464). San Jose, California, USA: ACM.
Kim, D. (2006). Second life tutorials. Retrieved January 8, 2008, from http://cterport.ed.uiuc.edu/technologies_folder/SL
Kirschner, P., Sweller, J.,& Clark, R. (2006). Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching. Educational Psychologist, 41(2), 75-86.
Lifelong Kindergarten group , MIT Media Lab. (2007). Scratch: imagine, program, share. Retrieved December 31, 2007, from http://scratch.mit.edu/
Linden Labs. (2007). Second life: official site of the 3d online virtual world. Retrieved December 27, 2007, from http://secondlife.com/
Machinima Arts and Sciences, Academy of. (2003). Academy of machinima arts & sciences. Retrieved December 27, 2007, from http://machinima.org/
Maloney, J. H., Kafai, Y., Resnick, M., & Rusk, N. (2008). Programming by choice: urban youth learning programming with scratch. ACM SIGCSE Bulletin, 40(1), 367-371.
Mayer, R. E. (2001). Multimedia learning. Cambridge University Press.
Mccloud, S. (1994). Understanding comics: the invisible art. Harper Paperbacks. Chapter 3: Blood in the gutter.
Merchant, Guy. "Literacy in virtual worlds." Journal of Research in Reading 32.1 (2009): 38-56. 7 Apr. 2009 <http://www3.interscience.wiley.com.proxy2.library.uiuc.edu/cgi-bin/fulltext/121637322/HTMLSTART?CRETRY=1&SRETRY=0>.
Neale, H. R., Cobb, S. V. Kerr, S., & Leonard, A. (2002, September). Exploring the role of virtual environments in the special needs classroom. P. Sharkey, C. S. Lanyi and P. Standen (Eds.) Proceedings of the 4th International Conferece on Disability, Virtual Reality and Associated Technologies (ICDVRAT) (pp. 259-266). Veszprem, Hungary.
Nelson, G. (1999) The Craft of the Adventure. Retrieved December 29, 2008 from http://www.ifarchive.org/if-archive/info/Craft.Of.Adventure.T1.letter.pdf
Nelson, G., & Short, E. (2006). Writing with Inform: The Creation of Textual Worlds. Retrieved December 29, 2008 from http://www.inform-fiction.org/I7/Writing.html
Nelson, B. C., & Ketelhut, D. J. (2008). Exploring embedded guidance and self-efficacy in educational multi-user virtual environments. International Journal of Computer-Supported Collaborative Learning, 3, 413-427. doi: 10.1007/s11412-008-9049-1
Ondrejka, C. (2007). Education Unleashed: Participatory Culture, Education, and Innovation in Second Life. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning, 229-251.
Parent, A. (1999). A Virtual Environment Task-Analysis Tool for the Creation of Virtual Art Exhibits. Presence: Teleoperators & Virtual Environments,Vol. 8 Issue 3, 355-365.
Papert, S. (1993). Mindstorms: children, computers, and powerful ideas. Basic Books. Chapter 8: Images of the learning society.
Parsons, S., Mitchell, P. (2002). The potential of virtual reality in social skills training for people with autistic spectrum disorders. Journal of Intellectual Disability Research, 46, 430-443.
Pasqualotti, Adriano and Carla Maria Dal Sasso Freitas (2002). MAT3D: A Virtual Reality Modeling Language Environment for the Teaching and Learning of Mathematics. CyberPsychology and Behavior, Volume 5, Number 5, 409-422.
Peppler, K., & Kafai, Y. (2005). Creative Coding: Programming for Personal Expression. Retrieved December 29, 2008 from http://scratch.mit.edu/files/CreativeCoding.pdf
Peppler, K., & Kafai, Y. (2007). From supergoo to scratch: exploring creative digital media production in informal learning. Learning, Media and Technology, 32, 149-166.
Powers, David A. and Darrow, Melissa. "Special Education and Virtual Reality: Challenges and Possibilities." Journal of Research on Computing in Education, Fall94, Vol. 27 Issue 1, p111-122.
Project Wonderland. (2007). Project wonderland. Retrieved December 27, 2007, from https://lg3d-wonderland.dev.java.net/
Reiber, L.P. (2005). Multimedia learning in games, simulations, and microworlds. In Mayer, R. E. (2005). The cambridge handbook of multimedia learning. Cambridge University Press.
Rizzo, Albert.A., Buckwalter, J.G., McGee, J.S., Bowerly, T., van der Zaag, C., Neumann, U., Thiebaux, M., Kim, L., Pair, J. & Chua, C. (August 2001). Virtual Environments for Assessing and Rehabilitating Cognitive/Functional Performance. Presence. Vol. 10 No. 4, 359-374.
Ruddle, R. A. & Jones, D. M. (2001). Manual and Virtual Rotation of a Three-Dimensional Object. Journal of Experimental Psychology: Applied, 7, 286-296.
Rutten, A., Cobb, S., Neale, H., Kerr, S., Leonard, A., Parsons, S., & Mitchell, P. (2003). The AS interactive project: single-user and and collaborative virtual environments for people with high-functioning autistic spectrum disorders. The Journal of Visualization and Computer Animation, Vol. 14, Issue 5, 233-241.
Salen, S. (2008). The ecology of games: Connecting youth, games, and learning. MIT Press. Accessed online at http://www.mitpressjournals.org/toc/dmal/-/3
Scaife, M., & Rogers, Y. (2001). Informing the design of a virtual environment to support learning in children. International Journal of Human-Computer Studies, 55, 115-143.
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.
Shirky, C. (2008). Here comes everybody: the power of organizing without organizations. London, UK: Penguin Press.
SimTeach. (n.d.).Retrieved December 30, 2008, from http://www.simteach.com/wiki/index.php?title=Main_Page.
Standen, P.J., Brown, D.J., Proctor, T. & Horan, M. (2002). How tutors assist adults with learning disabilities to use virtual environments. Disability and rehabilitation. 24. 11-12, pp. 570-577.
Stanton, D., Foreman, N., Wilson, P., & Duffy, H. (2000). Virtual environments as spatial training aids for children and adults with physical disabilities. 3rd International Conference on Disability, Virtual Reality and Associated Technology 2000. pp. 123-128 Alghero, Italy.
Slesinsky, B. (2006). Fun with Inform 7. Retrieved Retrieved December 29, 2008 from http://slesinsky.org/brian/code/fun_with_inform7.html
Taxen, G. & Naeve, A. (2002). A system for exploring open issues in VR-based education. Computers and Graphics, 26, 593-598.
Winn, W. (1997). The Impact of Three-Dimensional Immersive Virtual Environments on Modern Pedagogy. HITL Technical Report R-97-15. Discussion paper for NSF Workshop. Human Interface Technology Laboratory, University of Washington, Seattle, WA. May 30, 1997. http://www.hitl.washington.edu/publications/r-97-15/
Winn, W., Hoffman, H., Hollander, A., Osberg, K, Rose, H., and Char, P. (1999). Student-built VEs. Presence, 8(3)., 283-292.
Witmer, B., Sadowski, W., & Finkelstein, N. (2002, February). VE-Based Training Strategies for Acquiring Survey Knowledge. Presence: Teleoperators & Virtual Environments, 11(1), 1-18. Retrieved April 29, 2009, from Academic Search Premier database.
Young Kyun Baek. Ph.D, What Hinders Teachers in Using Computer and Video Games in the Classroom? Exploring Inhibiting the Uptake of Computer and Video Games;CyberPsychology & Behavior. December 2008, 11(6): 665-671. doi:10.1089/cpb.2008.0127
Rossignol, Jim (2009). Ragdoll Metaphysics: Game Research, Ghost Stories, Alan Moore, and Academia: The Far Reaches of Edutainment. Retrieved September 28, 2009, from http://www.offworld.com/2009/09/ragdoll-metaphysics-on-game-re.html

