- Sasha Barab on Quest Atlantis
- Michael Jacobson on Virtual Singapura and Design
From these bibliographies (and personal rants to Michael)
- Dede : Planning for “Neomillennial” Learning Styles: Implications for Investments in Technology and Faculty
- Bers : Identity Construction Environments: Developing Personal and Moral Values Through the Design of a Virtual City
and on call from Library
- Palfrey's Born Native
So sort of an outline (and selection of papers for review based on E-MUVEs or MMORPG when relevant to MUVE, highlighting aspects of presence and taking the Problematic Usage articles where it could be relevant to E-MUVEs and learning)
What MUVEs have taken from MMORPGs and why
(Barab, Gee, Carrson, Jacobson, Dede, Thomas & Seely Brown, Lieber McLellan )
Elements of Presence,
Lombard&Ditton
Bers, Hegedus&Peneak, Turkle, Garrison, Squire, Roth, Yee, Lehdonvirta, Ducheneaut, Steinkuehler, Jaconson, Biocca, Rozendaal, Graven, Bessière, Horvath, Coeckelbergh, Scoresby, PSYCHNOLOGY JOURNAL vol 7, Kafai, Lee, Dickey, Young, CHIN-SHENG WAN, Berridge, Lehman, Riva
Cognitive overload - now need to refine the presence aspect.
I am floundering here
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