References (including some of the object texts from previous years)

Amory, A., Naicker, K., Vincent, J. & Adams, C.(1999). 'The use of computer games as an educational tool: identification of appropriate game types and game elements.' British Journal of Educational Technology. Vol 30, No. 4. SwetsWise (login using your Athens account).

Antonietti A. & Cantoia, M. (2000). To see a painting versus to walk in a painting: and experiment on sense making through virtual reality. Computers and Education, 34, 213-223

Brown, A.J. & Dowling, P.C. (1998). Doing Research/Reading Research: a mode of interrogation for education. London: Falmer Press.

Bruckman, Amy. (1997). Moose Crossing: Construction, Community, and Learning in a Networked Virtual World for Kids. PhD Thesis, MIT.

Bruckman, Amy (1997) 'MOOSE Goes to School: A Comparison of Three Classrooms Using a CSCL Environment.' Proceedings of CSCL 97, Toronto, Canada, Dec 1997.>

Bryman, A. (2004). Social Research Methods. Oxford: Oxford University Press.

Dewhurst, D. G., & Williams, A. D. (1998). An investigation of the potential for a computer-based tutorial program covering the cardiovascular system to replace traditional lectures. Computers & Education. 31, 301-317.

Dowling, P.C. (1999). Interrogating Education: Texts, Social Activity and Constructive Description. Plenary presentation at Centro de Investigação em Educação da Faculdade de Ciências da Universidade de Lisboa, April 1999.

Dowling, P.C. & Brown, A.J. (2000). A Grand Day Out: towards a mode of interrogation of non-school pedagogic sites. The Curriculum Journal. 11, 2. pp. 247-271

Elliott, J., Adams, L. & Bruckman, A.  (2002). No Magic Bullet: 3D Video Games in Education.' Proceedings of ICLS 2002. Seattle, Washington, October 2002. Available at

Herrington, J., & Oliver, R. (1999). Using Situated Learning and Multimedia to Investigate Higher-Order Thinking. Journal of Interactive Learning Research. 10(1), 3-24.

Hudson, J.M. & Bruckman, A. (2004). '"Go Away": Participant objections to being studied and the ethics of cdhatroom research.' The Information Society. 20 (pp. 127-139).

Laurillard, D., Stratfold, M., Luckin, R., Plowman, L. & Taylor, J. (2000) 'Affordances for Learning in a Non-Linear Narrative Medium.' Journal of Interactive Media in Education. 2000 (2).

Luria, A.R. (1976). Cognitive Development: Its Cultural and Social Foundations. Cambridge MA: Harvard University Press. Chapter 1.

Murray, J. & Jenkins, H. (nd) Before the Holodeck: Translating Star Trek into digital media. Available at

Nicholson, J., Gelpi, A., Young, S., & Sulzby, E. (1998). Influences of Gender and Open-Ended Software on First Graders' Collaborative Composing Activities on Computers. Journal of Computing in Childhood Education. 9(1), 3-42.

O'Day, V., Bobrow, D., Bobrow, K. Shirley, M., Hughes, B. & Walters, J. (1998) 'Moving Practice: From Classrooms to MOO Rooms.' Computer Supported Cooperative Work: The Journal of Collaborative Computing. Special Issue on Interaction and Collaboration in MUDs, 7: 9 45 1998. SwetsWise (login using your Athens account)

Ocker, R. J. & Yaverbaum, G.J. (1999). 'Asynchronous Computer-Mediated Communication versus Face-to-Face Collaboration: Results on Student Learning, Quality and Satisfaction.' Group Decision and Negotiation, 8: 427-440. SwetsWise (login using your Athens account)

Orlikowski, W., J., & Hofman, D. (1997). An Improvisation Model of Change Management: the case of groupware technologies. Sloan Management Review.

Pearson, J. (1999). Electronic Networking in Initial Teacher Education: is a virtual faculty of education possible? Computers & Education. 32, 221-238.

Sefton-Green, J. & Willett, R. (2003). 'Living and Learning in Chatrooms (or does informal learning have anything to teach us?).' Éducation et Sociétiés vol. 2. (accessed, if problem downloading the pdf (best to save then open) from Shared Spaces site at

Selwyn, N. (1999). Students’ attitudes towards computers in sixteen to nineteen education. Education and Information Technologies, 4 (2), 129-141. Library e-journals

Squire, K. (in press). 'Civilization III as World History Sandbox.' To appear in Civilization and Its Discontents: Virtual History, Real Fantasies. Milan: Ludilogica Press

Sutherland, R., Facer, K., Furlong, R. & Furlong, J. (2000). A new environment for education? The computer in the home. Computers and Education, 34, 195-212

Swain, J. (2001). An ethnographic study into the construction of masculinity of 10-11 year old boys in three junior schools. Unpublished PhD thesis, Institute of Education, University of London.

Tosca, S.P. (2003). 'Reading Resident Evil-Code Veronica X.' Proceedings MelbourneDAC 2003.

Warschauer, M. (1998). Online Learning in Sociocultural Context. Anthropology & Education Quarterly. 29(1), 68-88.

Wellman et al (2004) "The Mobile-izing Japanese: Connecting to the Internet by PC and Webphone in Yamanashi" Forthcoming in Personal, Intimate: Mobile Phones in Japanese Life Cambridge MA: MIT Press. c. 1

Willett, R. (2003) ‘New Models for New Media: Young people learning digital culture’ Medienpädagogik 4

Young, J. & Upitis, R. (1999). The microworld of Phoenix Quest: social and cognitive considerations. Education and Information Technologies, 4 (4), 391-408. Library e-journals