course bibliography
The working course bibliography can be found at our course wiki at http://spaces.usu.edu. I will move the bibliography over regularly as we annotate and revise it.
managing virtual teams
Kayworth, T. R., & Leidner, D. E. (2002). Leadership Effectiveness in Global Virtual Teams. Journal of Management Information Systems, 18(3), 7-40.
Kirkman, B. L., Benson Rosen, Tesluk, P. E., & Gibson, C. B. (2004). The Impact of Team Empowerment on Virtual Team Performance: The Moderating Role of Face-to-Face Interaction. The Academy of Management Journal, 47(2), 175-192.
Potter, R. E., Cooke, R. A., & Balthazard, P. A. (2000). Virtual team interaction: assessment, consequences, and management. Team Performance Management, 6(7/8), 131-137.
course bibliography
Andriole, S. J. (2010). Business impact of Web 2.0 technologies. Communications of the ACM, 53(12), 67–79.
Arroyo, D. M., Kloos, C. D., Espiga, M. B. I., Calle, D. P., Rodriguez, P. S., & Hernández-Leo, D. (n.d.). ASSESSMENT IN 3D VIRTUAL WORLDS: QTI IN WONDERLAND.
Attasiriluk, S., Nakasone, A., Hantanong, W., Prada, R., Kanongchaiyos, P., & Prendinger, H. (2009). Co-presence, collaboration, and control in environmental studies: A Second Life-based approach. Virtual Reality, 13(3), 195-204.
Back, M., Childs, T., Dunnigan, A., Foote, J., Gattepally, S., Liew, B., Shingu, J., et al. (2010). The Virtual Factory: Exploring 3D worlds as industrial collaboration and control environments (pp. 257-258).
Bainbridge, W. S. (2007). The scientific research potential of virtual worlds. science, 317(5837), 472.
Bardzell, S., Bardzell, J., Pace, T., & Reed, K. (2008). Blissfully productive: grouping and cooperation in world of warcraft instance runs (p. 357–360).
Bender, T. (2005). Role playing in online education: A teaching tool to enhance student engagement and sustained learning. Innovate journal of online education, 1(4).
Bessiere, K., Ellis, J. B., & Kellogg, W. A. (2009). Acquiring a professional “Second Life:” problems and prospects for the use of virtual worlds in business (pp. 2883-2898).
Bohannon, J. (2008). A Taste of the Gonzo Scientist. Science, 320(5883), 1591.
Bresciani, M. J., Morsi, K., Tucker, M., Siprut, M., Stewart, K., & Duncan, A. (2010). Designing and Implementing an Assessment Plan for a Virtual Engineering Lab. Eludamos. Journal for Computer Game Culture, 4(2), 277–285.
Brown, J. S. (2006). New learning environments for the 21st century: Exploring the edge. Change: The Magazine of Higher Learning, 38(5), 18–24.
Castronova, E., & Network, S. S. R. (2001). Virtual worlds: A first-hand account of market and society on the cyberian frontier. CESifo.
Charsky, D. (2010). From Edutainment to Serious Games: A Change in the Use of Game Characteristics. Games and Culture, 5(2), 177-198. doi:10.1177/1555412009354727
Chen, B., Huang, F., & Lin, H. (2009). Using virtual world technology to construct immersive 3D virtual university.
Chen, M. G. (2008). Communication, Coordination, and Camaraderie in World of Warcraft. Games and Culture, 4(1), 47-73. doi:10.1177/1555412008325478
Coffman, T., & Klinger, M. B. (2008). Utilizing virtual worlds in education: The implications for practice. International Journal of Social Sciences, 2(1), 29–33.
Conole, G., & Alevizou, P. (2010). A Literature review of the use of Web 2.0 tools in higher education (literature review) (p. 111). UK: The Open University.
Conradi, E., Kavia, S., Burden, D., Rice, A., Woodham, L., Beaumont, C., Savin-Baden, M., et al. (2009). Virtual patients in a virtual world: Training paramedic students for practice. Medical Teacher, 31(8), 713-720. doi:10.1080/01421590903134160
Cooper, K. (2010). Go with the flow: engagement factors for learning in Second Life (p. 39).
Crowe, M., & Livingstone, D. (2009). Collaborative Web-Browsing in a Virtual World (pp. 221-222). Presented at the 2009 Conference in Games and Virtual Worlds for Serious Applications (VS-GAMES), Coventry, UK. doi:10.1109/VS-GAMES.2009.38
Cullum, A., Matland, T., Berge, T., & Kvamme, T. B. (2008). Scenarios of virtual world functionality (Vol. 2, pp. 952-957).
Dannecker, A., Richter, S., Lechner, U., Dressner, N., Fabisch, S., & Ilsemann, A. (2008). Towards World of Warcraft as an experiment platform for teams.
Davis, A., Murphy, J., Owens, D., Khazanchi, D., & Zigurs, I. (2009). Avatars, people, and virtual worlds: foundations for research in metaverses. Journal of the Association for Information Systems, 10(2), 90–117.
Dreher, C., Reiners, T., Dreher, N., & Dreher, H. (2009). 3D virtual worlds enriching innovation and collaboration in information systems research, development, and commercialisation (pp. 168-173).
Ducheneaut, N., Yee, N., Nickell, E., & Moore, R. J. (2007). The life and death of online gaming communities: a look at guilds in world of warcraft (p. 839–848).
Ebrahim, n a, ahmed, s, & taha, z. (2009). Virtual Teams: A Literature Review. Australian Journal of Basic and Applied Sciences, 3(3), 2653-2669.
Echeverria, A., Garcia-Campo, C., Nussbaum, M., Gil, F., Villalta, M., Amestica, M., & Echeverria, S. (2011). A framework for the design and integration of collaborative classroom games. Computers & Education.
Esteves, M., Antunes, R., Fonseca, B., Morgado, L., & Martins, P. (2008). Using second life in programming’s communities of practice (Vol. 5411).
Fiore, S., Salas, E., Cuevas, H., & Bowers, C. (2003). Distributed coordination space: Toward a theory of distributed team process and performance. Theoretical Issues in Ergonomics Science, 4(3), 340-364. doi:10.1080/1463922021000049971
Franceschi, K. G., Lee, R. M., & Hinds, D. (2008). Engaging e-learning in virtual worlds: Supporting group collaboration.
Ganapathy, S. K., Morde, A., & Agudelo, A. (2003). Tele-collaboration in parallel worlds (pp. 67-69).
Gerbaud, S., Gouranton, V., & Arnaldi, B. (2009). Adaptation in collaborative virtual environments for training (Vol. 5670).
Girvan, C., & Savage, T. (2010). Identifying an appropriate pedagogy for virtual worlds: A Communal Constructivism case study. Computers & Education, 55(1), 342–349.
Gomes, R. L., Hoyos-Rivera, G. J., & Courtiat, J. P. (2003). Regarding the integration of collaborative applications into virtual worlds (Vol. 2889).
Greenhalgh, C., & Benford, S. (2002). Boundaries, awareness and interaction in collaborative virtual environments (p. 193–198).
Gu, N., Kim, M. J., & Maher, M. L. (2010). Technological advancements in synchronous collaboration: The effect of 3D virtual worlds and tangible user interfaces on architectural design. Automation in Construction.
Hamalainen, R. (2008). Designing and evaluating collaboration in a virtual game environment for vocational learning. Computers & Education, 50(1), 98–109.
Hamalainen, R., Manninen, T., Jarvela, S., & Hakkinen, P. (2006). Learning to collaborate: Designing collaboration in a 3-D game environment. The Internet and Higher Education, 9(1), 47–61.
Hansen, S., Griffith, S., Ademagic, M., Armitage, C., Faulkner, T., Gavrilovic, N., Lock, L., et al. (2008). Collaboration opportunities in second life:- Collective experiences (pp. 114-119).
Ibanez, M. B., Crespo, R. M., Aguado, D., & Kloos, C. D. (n.d.). Enhancing Acquisition and Distribution of Knowledge in Professional Environments using 3D Virtual Worlds.
Ibanez, M. B., Garcia, J. J., Galan, S., Maroto, D., Morillo, D., & Kloos, C. D. (2010). Multi-user 3D virtual environment for Spanish learning: A wonderland experience (pp. 455-457).
Ibanez, M. B., Crespo, R., & Kloos, C. (2010). Assessment of Knowledge and Competencies in 3D Virtual Worlds: A Proposal. Key Competencies in the Knowledge Society, 165–176.
Irani, L. C., Hayes, G. R., & Dourish, P. (2008). Situated practices of looking: Visual practice in an online world (pp. 187-196).
Jarmon, L., & Sanchez, J. (2008). The educators coop: A Virtual world model for Real world collaboration. Proceedings of the ASIST Annual Meeting, 45.
Jelfs, A., & Whitelock, D. (2000). The notion of presence in virtual learning environments:?;what makes the environment “real.” British Journal of Educational Technology, 31(2), 145-152.
Jennings, P. (2004). Reflections on interdisciplinary team development for the design of a platform for computer supported collaborative play. Digital Creativity, 15(4), 209-222.
Kahai, S. S., Carroll, E., & Jestice, R. (2007). Team collaboration in virtual worlds. ACM SIGMIS Database, 38(4), 61–68.
Kock, N. (2008). E-collaboration and E-commerce in virtual worlds: The potential of Second Life and World of Warcraft. International Journal of e-Collaboration, 4(3), 1-13.
Lee, M. J. W. (2009). How can 3d virtual worlds be used to support collaborative learning? An analysis of cases from the literature. Journal of E-Learning and Knowledge Society, 5(1), 149-158.
Lewis, S., Ellis, J. B., & Kellogg, W. A. (2010). Using virtual interactions to explore leadership and collaboration in globally distributed teams (pp. 9-18).
Lin, C. P. (2010). Modeling job effectiveness and its antecedents from a social capital perspective: A survey of virtual teams within business organizations. Computers in Human Behavior.
Magerko, B. (2010). The potential for scientific collaboration in virtual ecosystems. Learning, Media and Technology, 35(2), 243-248.
Marsh, T. (2011). Serious Games Continuum: Between Games for Purpose and Experiential Environments for Purpose. Entertainment Computing. doi:10.1016/j.entcom.2010.12.004
Martins, O., & Sampaio, A. Z. (2009). The incremental launching method for educational virtual model (Vol. 5738).
Maznevski, M. L., & Chudoba, K. M. (2000). Bridging space over time: Global virtual team dynamics and effectiveness. Organization science, 11(5), 473–492.
Mennecke, B., Konsynski, B., Townsend, A., Bray, D., Lester, J., Roche, E., & Rowe, M. (2007). Second LIfe and Other Virtual Worlds: A Roadmap for Research. ICIS 2007 Proceeding.
Miller, J. K. (2010). Intercultural interaction and collaboration in a virtual world (pp. 171-174).
Miller, L., Chang, C., Wang, S., Beier, M. E., & Klisch, Y. (2011). Learning and motivational impacts of a multimedia. Computers & Education, 57, 1425-1433.
Minocha, S., & Reeves, A. (2010). Interaction design and usability of learning spaces in 3D multi-user virtual worlds. Human Work Interaction Design: Usability in Social, Cultural and Organizational Contexts, 157–167.
Minocha, S., & Reeves, A. J. (2010). Design of learning spaces in 3D virtual worlds: An empirical investigation of Second Life. Learning, Media and Technology, 35(2), 111-137.
Molka-Danielsen, J., & Deutschmann, M. (Eds.). (2009). Learning and Teaching in the Virtual World of Second Life. Tapir Academic Press.
Monahan, T., McArdle, G., & Bertolotto, M. (2008). Virtual reality for collaborative e-learning. Computers & Education, 50(4), 1339–1353.
Moreno-Ger, P., Burgos, D., Martinez-Ortiz, I., Sierra, J. L., & Fernandez-Manjon, B. (2008). Educational game design for online education. Computers in Human Behavior, 24(6), 2530-2540.
Nardi, B., & Harris, J. (2006). Strangers and friends: Collaborative play in World of Warcraft (p. 149–158).
Nickel, A., & Barnes, T. (2010). Games for CS education: computer-supported collaborative learning and multiplayer games (p. 274–276).
Ocker, R. J. (2005). Influences on creativity in asynchronous virtual teams: A qualitative analysis of experimental teams. Professional Communication, IEEE Transactions on, 48(1), 22–39.
Ocker, Rosalie J., & Fjermestad, J. (2008). Communication differences in virtual design teams. ACM SIGMIS Database, 39(1), 51. doi:10.1145/1341971.1341977
Oliveira, J. C., Shen, X., & Georganas, N. D. (2000). Collaborative virtual environment for industrial training and e-commerce. IEEE VRTS, 288.
Olson, G. M., & Olson, J. S. (2000). Distance matters. Human–computer interaction, 15(2), 139–178.
Pan, Z., Cheok, A. D., Yang, H., Zhu, J., & Shi, J. (2006). Virtual reality and mixed reality for virtual learning environments. Computers & Graphics, 30(1), 20–28.
Panteli, N., & Davison, R. M. (2005). The Role of Subgroups in the Communication Patternsof Global Virtual Teams. IEEE Transactions on Professional Communication, 48(2), 191-200. doi:10.1109/TPC.2005.849651
Paraskeva, F., Mysirlaki, S., & Papagianni, A. (2010). Multiplayer online games as educational tools: Facing new challenges in learning. Computers & Education, 54(2), 498–505.
Paul, C. A. (2009). Welfare Epics? The Rhetoric of Rewards in World of Warcraft. Games and Culture, 5(2), 158-176. doi:10.1177/1555412009354729
Powell, A., Piccoli, G., & Ives, B. (2004). Virtual teams. ACM SIGMIS Database, 35(1), 6-36. doi:10.1145/968464.968467
Ranade, R. (2009). Effectiveness of Team-Building and Teamwork in Real and Virtual Worlds. Clemson.
Reeves, B., Malone, T. W., & O Driscoll, T. (2008). Leadership’s online labs. Harvard Business Review, 86(5), 58.
Sarker, S., Sarker, S., Nicholson, D. B., & Joshi, K. D. (2005). Knowledge Transfer in Virtual Systems Development Teams: An Exploratory Study of Four Key Enablers. IEEE Transactions on Professional Communication, 48(2), 201-218. doi:10.1109/TPC.2005.849650
Schmeil, A., & Eppler, M. J. (2009). Knowledge sharing and collaborative learning in second life: A classification of virtual 3D group interaction scripts. Journal of Universal Computer Science, 15(3), 665-677.
Schmeil, A., Steinbusch, M., Jost, A., Henn, M., Jacobi, M., Schwitalla, M., & Hasler, B. (2010). A workflow for designing virtual worlds for collaborative learning (pp. 151-158).
Smith, J. H. (2010). Trusting the Avatar. Games and Culture, 5(3), 298-313. doi:10.1177/1555412009359764
Sotamaa, O. (2010). When the Game Is Not Enough: Motivations and Practices Among Computer Game Modding Culture. Games and Culture, 5(3), 239-255. doi:10.1177/1555412009359765
Stafford, B., & Hauser, M. (2010). Using 3-D virtual models for real-time operations: A practical case study (Vol. 1, pp. 155-163).
Starke-Meyerring, D., & Clemens, L. (1999). Theoretical and Practical Considerations for Virtual Learning Environmnets in Technical Communication: An Annotated Bibliography. Technical Communication Quarterly, 8(2), 125-141.
Steinkuehler, C. A. (2006). Why Game (Culture) Studies Now? Games and Culture, 1(1), 97-102. doi:10.1177/1555412005281911
Sun, T., Karlsson, J., & Peng, W. (2009). Collaborative 3D DocuSpace: A platform for next-generation document services in 3D virtual worlds (pp. 291-294).
Taylor, T. L. (2009). The Assemblage of Play. Games and Culture, 4(4), 331-339. doi:10.1177/1555412009343576
Tohidi, H. (2011). Teamwork productivity & effectiveness in an organization base on rewards, leadership, training, goals, wage, size, motivation, measurement and information technology. Procedia Computer Science, 3, 1137–1146.
Uribe Larach, D., & Cabra, J. F. (2010). Creative Problem Solving in Second Life: An Action Research Study. Creativity and Innovation Management, 19(2), 167–179.
Vega, K., Fuks, H., & Carvalho, G. (2009). Training in requirements by collaboration: Branching stories in second life (pp. 116-122).
Voulgari, I., & Komis, V. (2010). “Elven Elder LVL59 LFP/RB. Please PM me”: Immersion,collaborative tasks and problem-solving in massively multiplayer online games. Learning, Media and Technology, 35(2), 171-202.
Williams, D. (2006). From Tree House to Barracks: The Social Life of Guilds in World of Warcraft. Games and Culture, 1(4), 338-361. doi:10.1177/1555412006292616
Wyeld, T. G. (2005). Role play in 3D virtual environments: A pedagogic case study (Vol. 94, pp. 61-66).
Yee, N. (2006). Motivations for play in online games. CyberPsychology & Behavior, 9(6), 772–775.
Zhou, Z., Jin, X.-L., Vogel, D. R., Fang, Y., & Chen, X. (2010). Individual motivations and demographic differences in social virtual world uses: An exploratory investigation in Second Life. International Journal of Information Management. doi:10.1016/j.ijinfomgt.2010.07.007
ENGL 6890: Studies in Writing and Rhetoric
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