Finds and discoveries
I Am Legend Sim in SL - add to popular places to visit?
Looks to be graphic and violent, but a good way to explore this kind of environment. I'm game, are you?
http://secondlife.reuters.com/stories/2007/10/19/second-life-sketches-i-am-legend/
Your Guide to Virtual Worlds
http://www.pbs.org/mediashift/2007/10/digging_deeperyour_guide_to_vi.html
Michael Stephens new work - add ot reading list?
http://oedb.org/blogs/ilibrarian/2007/web-20-libraries-part-2/
Other syllabi to consult:
in general, the open courseware at MIT is a great resource! :)
Research methods texts
Booth, W. C., Colomb, G. G., & Williams, J. M. 1995. The Craft of Research. Chicago: University of Chicago Press.
Creswell, J.W. (1998). Qualitative inquiry and research design: Choosing among five traditions . Thousand Oaks, Sage.
Creswell, J.W. (2003). Research design: Qualitative, quantitative and mixed methods approaches (2nd ed.). Thousand Oaks, CA: Sage.
Hines, Christine. (2000). Virtual ethnography. London: SAGE.
Lofland, J., & Lofland, L. H. (1994). Analyzing social settings. Belmont, CA: Wadsworth Publishing Company, Inc.
Miles, Matthew B. & Huberman, A. Michael 1994. Qualitative data analysis: An expanded sourcebook. Thousand Oaks, CA: Sage.
Information seeking behavior texts
Case, D. O. (2002). Looking for information: A survey of research on information seeking, needs, and behavior. New York: Academic Press.
Fisher, K. E., Erdelez, S., & McKechnie, L. (Eds.). (2005). Theories of information behavior. Medford, NJ: Information Today, Inc.
Marchionini, G. (1995). Information seeking in electronic environments. Cambridge: Cambridge University Press. http://ils.unc.edu/~march/isee_book/web_page.html
Wilson, T. D. (2000). “Human information behavior.” Informing Science, 3(2): 49-55. http://inform.nu/Articles/Vol3/v3n2p49-56.pdf
Castronova, E. (2007). Exodus to the virtual world: How online fun is changing reality. New York: Palgrave Macmillan.
Cheal, C. (2007). Second Life: Hype or hyperlearning. On the Horizon, 15(4), 204-210.
Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. New York: Harper and Row.
Ducheneaut, N., Moore, R. J., Nickell, E. (April 2007). Virtual “Third Places”: A Case Study of Sociability in Massively Multiplayer Games. Computer Supported Cooperative Work, 10(1-2), 129-166.
Foster, A.L. (2005). The avatars of research. The Chronicle of Higher Education, 52(6), A35-A36.
Foster, A. L. (2007). Professor Avatar. The Chronicle of Higher Education, 54(4), A24.
Gee, J. (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan.
Grassian, E. (2006). Thinking critically about Web 2.0 and beyond. Retrieved October 20, 2007, from www.library.ucla.edu/libraries/college/help/critical/web20.htm.
Grassian, E. & Trueman, R. B. (2007). Stumbling, bumbling, teleporting and flying … librarian avatars in Second Life. Reference Services Review, 35(1), 84-89.
Hines, Christine. (2000). Virtual ethnography. London: SAGE.
Jenkins, H. (2006). Convergence culture: Where old and new media collide. New York: New York University Press.
Jones, D. (2006). I, Avatar: constructions of self and place in second life and the technological imagination. Georgetown University’s Journal of Communications, Culture and Technology, 6, 1-32. Retrieved October 20, 2007, from http://www.gnovisjournal.org/node/3.
Levy, P. (1998). Becoming virtual: Reality in the digital age. New York: Plenum.
Ludlow, P, & Wallace. M. (2007). Second life herald: The virtual tabloid that witnessed the dawn of the metaverse. Cambridge, Mass: MIT Press.
Maness, J.M. (2006). Library 2.0 theory: Web 2.0 and its implications for libraries.
Retrieved October 20, 2007 from www.webology.ir/2006/v3n2/a25.html.
Oblinger, D. (2003). Boomers and Gen-Xers Millennials, understanding the new students. Educause, July/August, 37-47.
O’Reilly, T. (2005). What is Web 2.0: design patterns and business models for the next
generation of software. Retrieved October 20, 2007, from www.oreillynet.com/lpt/a/6228.
Rheingold, H. (1993). The virtual community: Homesteading on the electronic frontier. New York: Addison-Wesley Publishing Company.
Schroeder, R. and Axelsson, A. (2006). Avatars at work and play: Collaboration and interaction in shared virtual environments. New York: Springer.
Secker, J. (2004). Electronic resources in the virtual learning environment: A guide for librarians. Oxford: Chandos Publishing.
Sonvilla-Weiss, Stefan. (2005). (e)pedagogy: Visual knowledge building: Rethinking art and new media in education. New York: Peter Lang.
Squire, K. & Steinkuehler, C. (2005). Meet the gamers: They research, teach, learn, and collaborate. So far, without libraries. Library Journal, 130(7), 38.
Steinkuehler, C. A. (2005). Cognition & learning in massively multiplayer online games: A critical approach. (Doctoral dissertation, University of Wisconsin-Madison, 2005). Proquest Digital Dissertations, 3182679.
Stephenson, N. (2000). Snow crash. New York: Bantam Books.
Stevens, V. (2006). Second life in education and language learning. TESL-EJ, 10(3) 1-4.
Swanson, K. (2007). Second Life: A science library presence in virtual reality. Science and Technology Libraries, 27(3), 79-86.
Wagner, J. A. (February, 2006). Taking new world notes: An embedded journalist’s rough guide to reporting from inside the Internet’s next evolution. First Monday, Special Issue Number 5. Retrieved October 20, 2007, from http://firstmonday.org/issues/special11_2b/au/.
Willard, N. E. (2006). A briefing for educators: Online social networking communities and youth risk. Retrieved October 20, 2007, from http://www.cyberbully.org/docs/youthriskonlinealert.pdf.
Grassian, E. and Trueman, R. B. (2007) "Stumbling, bumbling, teleporting and flying ... librarian avatars in Second Life." Reference Services Review, 35 (1), 84 - 89.
The latest discussion in Second Life, the virtual world, was
What is important for librarians to learn about Second Life and what role should they be taking? This discussion was led by Maggie Kohime (Lyn Parker in real life) yesterday in the
Centre for Information Literacy Research, Eduserv Island. We had some people from the UK and some from North America. The log of our discussion is at
http://sleeds.org/chatlog/?c=152
Levine, J. (2007). Getting Your Game On. American Libraries, January, 2007.
Anderson, C. (2005) The Long tail at http://www.wired.com/wired/archive/12.10/tail.html
Boog, J. (2005). Library 2.0 Movement Sees Benefits in Collaboration with Patronshttp://www.publish.com/article2/0,1895,1881893,00.asp
Henri, F., & Pudelko, B. (2003). Understanding and analyzing activity and learning in virtual communities. Journal of Computer Assisted Learning (19), 474-487.
From DU Virtual Worlds syllabus:
Readings: Kurt Squire, 2002. "Cultural framing of computer/video games," Game Studies, volume 2, number 1 (July), at http://gamestudies.org/0102/squire/
Kurt Squire, 2005. "Changing the game: What happens when video games enter the classroom," Innovate: Journal of Online Education, volume 1, number 6 (August-September), at http://www.innovateonline.info
Kurt Squire and Constance Steinkuehler, 2005. "Meet the gamers," Library Journal (15 April), at http://www.libraryjournal.com/article/ca516033.html
Readings: Ian Bogost, 2006. "Playing Politics: Videogames for Politics, Activism, and Advocacy," First Monday, special issue number 7 (September), at http://firstmonday.org/issues/special11_9/bogost/
Readings: Cornelia Brunner, Dorothy Bennett, and Margaret Honey, 1998. "Girl games and technological desire," In: Justine Cassell and Henry Jenkins (editors). From Barbie to Mortal Kombat: Gender and computer games. Cambridge, Mass.: MIT Press, pp. 72-88.
T.L. Taylor, 2006. Play between worlds: Exploring online game culture. Cambridge, Mass.: MIT Press, pp. 93-124.
T.L. Taylor, 2003. "Multiple pleasures: Women and online gaming," Convergence, volume 9, number 1, at http://comm.colorado.edu/schwarz/3610F03/Texts/Taylor.pdf
Note to self: want to incorporate gender issues into exploration portion of course.
Wagner James Au, 2006. "Taking New World Notes: An embedded journalist’s rough guide to reporting from inside the Internet’s next evolution," First Monday, special issue number 5 (February), at http://firstmonday.org/issues/special11_2b/au/
Edward Castronova, 2006. "Synthetic Economies and the Social Question," First Monday, special issue number 7 (September), at http://firstmonday.org/issues/special11_9/castronova/
homas M. Malaby, 2006. "Beyond Management: Considering Participatory Design and Governance in Player Culture," First Monday, special issue number 7 (September), at http://firstmonday.org/issues/special11_9/malaby/
T.L. Taylor, 2006. "Coding Control: Governance and Contingency in the Production of Online Worlds," First Monday, special issue number 7 (September), at http://firstmonday.org/issues/special11_9/taylor/
From L2.0 course by Michael Stephens
Henri, F., & Pudelko, B. (2003). Understanding and analyzing activity and learning in virtual communities. Journal of Computer Assisted Learning (19), 474-487.
Levine, J. (2007). Getting Your Game On. American Libraries, January, 2007.
Steinkuehler, C. (2005). “Meet the gamers” at
http://www.libraryjournal.com/article/CA516033.html
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