Supporting+research+sources


 * Add supporting research here:**

[|"Can Game Development Impact Academic Achievement?"] from EdTech Business Forum (via T.H.E. Smartclassroom listserv) [|ELearning Virtual Worlds**] (LL) [|Ed Potential Of SL Ohio State**] (LL) [|Framing the Virtual Social Contract] (LL) [|Harnessing the power of video games for learning] Federation of American Scientists report (sgm) IBM's [|Innovations in Virtual Worlds] "Internal Strategies Page" (sgm) IBM's [|Virtual Worlds Guidelines] (sgm) [|New Media Consortium's Spring 2007 Survey of Educators in Second Life] (sgm) [|New Media Consortium's Survey Appendix] (open ended questions responses) (sgm) NJAET journal, Making the MUVE to virtual education (p. 16 of this file): [|Linden Blog Discussion on Education in SL] [|NMC Survey Results May 2008] (sgm) [|Religion in Second Life] (sgm) PEW Internet Report: [|The Digital Disconnect: The widening gap between Internet-savvy students and their schools] (sgm) [|Proceedings from the 2007 Education in Second Life Workshop] (.pdf) //(sgm)// [|Report from the National School Boards Association] __**mandating**__ the integration of social networking technologies in education [|Report of SLCC '06 Education Strand] (LL) [|Rheingold Interview on VR**] (LL) The River City Project, [|Selected Publications] (sgm) [|Schome-NAGTY Final Report**] (LL) [|Second Life: Reaching into the Virtual World for Real-World Learning] (LL) [|SL/Metaverse Skin on Learning Mgt Systems**] (LL) [|SL Overview CPS Dept of Libraries**] (LL) Sun's [|"Open Virtual Worlds"] white paper, Jan. 2008  Dickey,2003Teaching in 3D: Pedagogical affordances and constraints of 3D virtual worlds for synchronous distance learning. (stc) [|The 10 warning signs of social media addiction] (LL) //(this is a joke, ya'll--but only partly:)(sgm)// [|USC Digital Future Report**] (LL) [|"Virtual or Virtually U: Educational Institutions in Second Life"] Paper in the International Journal of Social Sciences, by Nancy Jennings and Chris Collins (sgm) (stc) [|Virtual Worlds, Real Leaders] from IBM (sgm) [|V-Learning: How Gaming and Avatars are Engaging Online Student]s Hot off the presses, February 4, 2008 (sgm)