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. http://citeseer.nj.nec.com/cs>http://citeseer.nj.nec.com/cs.

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 http://www.cc.gatech.edu/~asb/papers/aquamoose-icls02.pdf

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 http://web.mit.edu/21fms/www/faculty/henry3/holodeck.html

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. http://wac.co.uk/sharedspaces/chatrooms.pdf (accessed, if problem downloading the pdf (best to save then open) from Shared Spaces site at http://www.ccsonline.org.uk/mediacentre/Research_Projects/main.html)

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