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Bartle, R. A. (2003). Designing Virtual Worlds. Indianapolis: New Riders Publishing.
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Boulos, M. N. K., Hetherington, L., & Wheeler, S. (2007). Second Life: an overview of the potential of 3-D virtual worlds in medical and health education. Health Information & Libraries Journal, 24(4), 233-245.
Bray, D. A., & Konsynski, B. (2008, February 2008). Virtual Worlds, Virtual Economies, Virtual Institutions. Paper presented at the Virtual Worlds and New Realities Conference, Emory University, Atlanta.
Bronack, S., Riedl, R., & Tashner, J. (2006). Learning in the zone: A social constructivist framework for distance education in a 3-dimensional virtual world. Interactive Learning Environments, 14(3), 219-232.
Bugeja, M. J. (2007). Second Thoughts About Second Life. Chronicle of Higher Education, 54(3), C2-C4.
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Dickey, M. D. (2005a). Brave New (Interactive) Worlds: A Review of the Design Affordances and Constraints of Two 3D Virtual Worlds as Interactive Learning Environments. Interactive Learning Environments, 13(1-2), 121-137.
Dickey, M. D. (2005b). Three-Dimensional Virtual Worlds and Distance Learning: Two Case Studies of Active Worlds as a Medium for Distance Education. British Journal of Educational Technology, 36(3), pp. 439-451.
Eschenbrenner, B., Nah, F., & Siau, K. (2008). 3-D virtual worlds in education: Applications, benefits, issues, and opportunities. Journal of Database Management, 19(4), 91-110.
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Giesbers, B., Rienties, B., Gijselaers, W., Segers, M., & Tempelaar, D. (2009). Social Presence, Web-videoconferencing and Leanring in Virtual Teams. Industry and Higher Education, 23(4).
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Jennings, N., & Collins, C. (2007). Virtual or virtually U: Educational institutions in Second Life. International Journal of Social Sciences, 2(3), 180–186.
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Jones, C. (2005). Who are you? Theorising from the experience of working through an avatar. E-Learning, 2(4), 414-425.
Kato, P. M., Cole, S. W., Bradlyn, A. S., & Pollock, B. H. (2008). A video game improves behavioral outcomes in adolescents and young adults with cancer: a randomized trial. Pediatrics, 122(2), 305–317.
Kharif, O. (2006). Big Media Gets a Second Life [Electronic Version]. BusinessWeek. Retrieved 26.03.2010 from http://www.businessweek.com/technology/content/oct2006/tc20061017_127435.htm.
Kirriemuir, J. (2008). A Spring 2008 “snapshot” of UK Higher and Further Education Developments in Second Life.   Retrieved 24th of March, 2010, from http://www.scribd.com/doc/7063700/A-Spring-2008-snapshot-of-UK-Higher-and-Further-Education-Developments-in-Second-Life
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Lamb, R., & Kling, R. (2003). Reconceptualizing Users as Social Actors in Information Systems Research. MIS Quarterly, 27(2), 197-235.
Lim, K. Y. T. (2009). Editor's Corner: The six learnings of Second Life: A Framework for designing curricular interventions in-world. Journal of Virtual Worlds Research, 2(1), 3-11.
Livingston, D., & Kemp, J. (2006). Second Life Education Workshop. Paper presented at the Second Life Community Convention, San Francisco.
Mantovani, F., Castelnuovo, G., Gaggioli, A., & Riva, G. (2003). Virtual Reality Training for Health-Care Professionals. CyberPsychology & Behavior, 6(4), 389.
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Markus, M. (2001). Toward a Theory of Knowledge Reuse: Types of Knowledge Reuse Situations and Factors in Reuse Success. Journal of Management Information Systems, 18(1), 57-93.
Mason, H. (2007). Experiential education in Second Life. Paper presented at the Second Life Education Workshop 2007.
Mennecke, B., Roche, E. M., Bray, D. A., Konsynski, B., Lester, J., Rowe, M., et al. (2008). Second Life and other virtual worlds: A roadmap for research. Communications of the Association for Information Systems, 22, 371-388.
Mikropoulos, T. A. (2001). Brain activity on navigation in virtual environments. Journal of Educational Computing Research, 24(1), 1-12.
Milligan, F. (1998), Defining and assessing competence: the distraction of outcomes and the importance of educational process, Nurse education today, 18, 273-280.
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Murthy, N.N., Challagalla, G.N., Vincent, L.H. & Shervani, T.A. (2008), The impact of simulation training on call center agent performance: A field-based Investigation, Management Science, 54 (2), 384-399.
Nooriafshar, M. (2005). The role of technology based approaches in globalizing education [Electronic Version]. Retrieved February 1st 2009 from http://eprints.usq.edu.au/226/1/Technology_in_Globalizing_Education.pdf.
Ondrejka, C. R. (2008). Education Unleashed: Participatory Culture, Education, and Innovation in Second Life. In K. Salen (Ed.), The Ecology of Games: Connecting Youth, Games, and Learning: MIT Press.
Pajares, F., & Johnson, M. J. (1994). Confidence and Competence in Writing: The role of self-efficacy, outcome expectancy and apprehension. Research in the Teaching of English, 28, 316-334.
Palomäki, E. (2009). Applying 3D Virtual Worlds to Higher Education. Helsiniki University of Technology, Helsinki.
Paquette-Frenette, D. (2006). Intergroup dynamics in site-based distance courses: Inclusion, alienation, and the hierarchy of presence. In M. Tullloch, S. Relf & P. Uys (Eds.), Breaking down barriers: The international experience in open, distance and flexible education (pp. 161-169). Bathurst, NSW, Australia: Charles Sturt University.
Peterson, M. (2006). Learner interaction management in an avatar and chat-based virtual world. Computer Assisted Language Learning, 19(1), 79-103.
Pettey, C. (2007). Gartner Says 80 Percent of Active Internet Users Will Have A "Second Life" in the Virtual World by the End of 2011 [Electronic Version]. Gartner Newsroom. Retrieved 26.03.2010 from http://www.gartner.com/it/page.jsp?id=503861.
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Rienties, B., Tempelaar, D., Van den Bosche, P., Gijselaers, W. H., & Segers, M. (2008). Students’ motivations and their contributions to virtual learning. Paper presented at the ICLS, Utrecht, the Netherlands.
Rienties, B., Tempelaar, D., Waterval, D., Rehm, M., & Gijselaers, W. (2006). Remedial Online Teaching on a Summer Course. Industry and Higher Education, 20(5), 327-336.
Renninger, K. A., & Shumar, W. (2002). Community building with and for teachers: The Math Forum as a resource for teacher professional development. In K. A. Renninger & W. Shumar (Eds.), Building Virtual Communities: Learning and Change in Cyberspace. New York: Cambridge University Press.
Renninger, K. A., & Shumar, W. (2004). The centrality of culture and community to participant learning at and with The Math Forum. In S. Barab, R. Kling & J. Gray (Eds.), Designing for Virtual Communities in the Service of Learning. New York: Cambridge University Press.
Riedl, R., Bronack, S., & Tashner, J. (2005). Innovation in learning: Assumptions about Teaching in a 3-D Virtual World. Paper presented at the International Conference on College Teaching, Methods, and Styles, Reno, Nevada.
Robbins, S. (2009). Virtual Worlds Facet Study.   Retrieved 25th of March, 2010, from http://spreadsheets.google.com/pub?key=pgKqGR6eOiPOKjMG9f856Sw
Schultze, U., Hiltz, S. R., Nardi, B., Rennecker, J., & Stucky, S. (2008). Using synthetic worlds for work and learning [Electronic Version]. Communications of the Association for Information Systems, 22. Retrieved 23.03.2010 from http://aisel.aisnet.org/cais/vol22/iss1/19/.
Shin, D. H. (2009). The Evaluation of User Experience of the Virtual World in Relation to Extrinsic and Intrinsic Motivation. International Journal of Human-Computer Interaction, 25(6), pp. 530-553.
Shumar, W., & Renninger, K. A. (2002). On community building. In K. A. Renninger & W. Shumar (Eds.), Building Virtual Communities: Learning and Change in Cyberspace. New York: Cambridge University Press.
Siau, K. (2003). Evaluating the usability of a group support system using co-discovery. Journal of Computer Information Systems, 44(2), 17-28.
Siau, K., Sheng, H., & Nah, F. F. (2006). Use of a classroom response system to enhance classroom interactivity. IEEE Transactions on Education, 49(3), 398–403.
Sims, E. M. (2007). Reusable, lifelike virtual humans for mentoring and role-playing. Comput. Educ., 49(1), 75-92.
Smart, J., Cascio, J., & Paffendorf, J. (2007). Metaverse Roadmap 2007: Pathways to the 3D Web. A Cross-industry Public Foresight Project.   Retrieved 26th of March, 2010, from http://www.metaverseroadmap.org/MetaverseRoadmapOverview.pdf
Tashner, J., Riedl, R., & Bronack, S. (2005). Virtual worlds: Further development of Web–based teaching. Paper presented at the Hawaii International Conference on Education, Honolulu.
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van Kokswijk, J. (2003). Architectuur van een cybercultuur. Universiteit Twente, Twente.
Veletsianos, G., & Miller, C. (2008). Conversing with pedagogical agents: A phenomenological exploration of interacting with digital entities. British Journal of Educational Technology, 39(6), 969-986.
Warburton, S., & Perez-Garcia, M. (2009). 3D design and collaboration in massively multi-user virtual environments. In D. Russell (Ed.), Cases on Collaboration in Virtual Learning Environments: Processes and Interactions. Hershey, PA: IGI Global.
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Yi, M.Y. & Davis, F.D. (2003), Developing and validating an observational learning model of computer software training and skill acquisition, Information Systems Research, 14 (2), 146-169.