All publications
in press
| and , Rethinking cognition, representations, and processes in 3D online social learning environments, in: Games and Simulations in Online Learning, pages 107-147, Idea Group, in press |
2008
| , , and , Open Educational Resources: Enabling universal education (2008), in: International Review of Research in Open and Distance Learning, 9:1 |
2007
| , All I Really Need to Know (About Creative Thinking) I Learned (By Studying How Children Learn) in Kindergarten, in: CHI 2007, pages 1 - 6, Association of Computing Machinery, 2007 |
| , Alternate Media Workflow Strategies for PDF, High Tech Center Training Unit of the California Community Colleges, 2007 |
| , Expressing Identities in The Basque Arena, School for Advanced Research, World Anthropology, 2007 |
| , and , Mapping Diversities and Tracing Trends of Cultural Homogeneity/Heterogeneity in Cyberspace (2007), in: Journal of Computer-Mediated Communication, 12(1269 - 1297) |
| , Mastering the Mess (2007), in: Communications of The ACM, 50:4(21 - 25) |
| , The eLearning Guild's Handbook on e-Learning Strategy, The eLearning Guild, 2007 |
| , , , and , The other side of the LMS: Considering implementation and use in the adoption of an LMS in online and blended learning environments (2007), in: TechTrends: Linking Research & Practice to Improve Learning, 51:2(35 - 53) |
| , Virtually Trustworthy (2007), in: Science, 317:53 - 54 |
2006
| , , , and , A New Playground Experience: Going Digital?, 2006 |
| , Accelerating online text-based discourse via 3D online learning environments, in: Society for Technology in Teacher Education, 2006 |
| , Accelerating Online Text-based Discourse via 3D Online Learning Environments, in: Society for Information Technology and Teacher Education International Conference, pages 1372-1377, 2006 |
| , Computer as Paint Brush:Technology, Play, and the Creative Society, in: Play = Learning: How play motivates and enhances children's cognitive and social-emotional growth, Oxford University Press, 2006 |
| , , , and , Confronting the Challenges of Participatory Culture: Media Education for the 21st Century, 2006 |
| , Educating for innovation (2006), in: Thinking Skills and Creativity, 2006:1(41 - 48) |
| First Person : New Media as Story, Performance, and Game, The MIT Press, 2006 |
| and , Massively Multi-Learner: Recent Advances in 3D Social Environments (2006), in: Computing and Information Systems Journal, 10:2 |
| , Native to a Web of Data, 2006 |
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| , Reality and virtual reality: When virtual and real worlds collide (2006), in: Cultural Studies, 20:2-3(211-226) |
| and , Scaffolding learners in designing investigation assignments for a computer simulation (2006), in: Journal of Computer Assisted Learning, 22:1(63-73) |
| , Suggested Sources and Resources (2006), in: Library Technology Reports, January - February, 2006 |
| , Teaching Students to Study Online Communities Ethically (2006), in: Journal of Information Ethics:Fall 2006(82 - 89) |
| , The changing role of faculty and online education (2006), in: Journal of Asynchronous Learning Networks, 10:4(129 - 138) |
| , The Horizon Report, 2006 |
2005
| , and , 3D Online Learning Environments: Examining Attitudes Toward Information Technology Between Students in Internet-Based 3D and Face-to-Face Classroom Instruction (2005), in: Educational Media International, 42:3(219-236) |
| , , and , Accessibility, transcription, and access everywhere (2005), in: IBM Systems Journal, 44:3(589 - 603) |
| and , Business Models for Online Communities: The Case of the Virtual Worlds Industry in China, in: 38th Hawaii International Conference on System Sciences, 2005 |
| , Creating Effective Web-Based Learning Environments: Relevant Research and Practice (2005), in: Innovate, 1:5 |
| , Defining the Challenge (2005), in: Library Technology Reports, May - June, 2005 |
| , English as a Second Language on a Virtual Platform—Tradition and Innovation in a New Medium (2005), in: Computer Assisted Language Learning, 18:1 & 2(63 - 79) |
| , General Resources (2005), in: Library Technology Reports, November - December, 2005 |
| , , , , and , Influence of Virtual Reality Training on the Roadside Crossing Judgments of Child Pedestrians (2005), in: Journal of Experimental Psychology: Applied, 11:3(175-186) |
| , Integration of Libraries and Course-Management Systems (2005), in: Library Technology Reports, May - June, 2005 |
| , Introduction (2005), in: Library Technology Reports, November - December, 2005 |
| , La interactividad: El desafÃo pendiente del periodismo online (2005), in: CUADERNOS DE INFORMACIÓN, 18(80 - 87) |
| and , Role of Guidance, Reflection, and Interactivity in an Agent-Based Multimedia Game (2005), in: Journal of Educational Psychology, 97:1(117-128) |
| and , Some Reflections on Designing Construction Kits for Kids, in: Interaction Design and Children conference, 2005 |
| , Something for Nothing: Understanding Purchasing Behaviors in Social Virtual Environments (2005), in: CyberPsychology & Behavior, 8:6(538-554) |
| , , , , and , Supporting real-time collaborative learning with web-based groupware (2005), in: Innovations in Education & Teaching International, 42:4(249 - 362) |
| , The world in the iPod (2005), in: Salon:4/20/2008 |
| and , Using Empirical Data to Reason about Internet Research Ethics, in: European Conference on Computer-Supported Cooperative Work (ECSCW), pages 287 - 306, 2005 |
| and , Using Weblogs in Scholarship and Teaching. (2005), in: TechTrends: Linking Research & Practice to Improve Learning, 49:2(55 - 61.) |
| , and , Virtual learning environments Technology for interactive class discussion, in: 4th International conference on Technology in Teaching and Learning in Higher Education, 2005 |
| , and , Virtual learning environments Technology for interactive class discussion, in: 4th International conference on Technology in Teaching and Learning in Higher Education, 2005 |
| , , , and , WebQuest Learning as Perceived by Higher-Education Learners. (2005), in: TechTrends: Linking Research & Practice to Improve Learning, 49:4(41 - 49.) |
2004
| , 3D graphical MOO for internet-based distributed learning: First year results, in: National Educational Computing Conference, 2004 |
| , 3D on-line distributed learning environments: An old concept with a new twist, in: Society for Information Technology and Teacher Education International Conference, pages 507-512, Association for the Advancement of Computing in Education, 2004 |
| and , “Go Awayâ€: Participant Objections to Being Studied and the Ethics of Chatroom Research (2004), in: The Information Society, 20(127 – 139) |
| , and , “Scientists, designers seek same for good conversationâ€: A Workshop on Online Dating (2004) |
| , A Guide to the Poject Management Body of Knowledge, Project Management Institute, 2004 |
| , A Synergy Between the Technological Process and a Methodology for Web Design: Implications for Technological Problem Solving and Design (2004), in: International Journal of Technology and Design Education, 14(261 - 290) |
| and , Changing logo from a single student system to a 3D on-line student collaboratory/participatory shared learning experience, in: Texas Computer Educators Association, 2004 |
| , Complicating contexts: Issues of methodology in researching the language and literacies of Instant Messaging (2004), in: Reading Research Quarterly, 39:4(394-406) |
| , Computers And Mud, in: Digital Dialogues: Technology and the Hand, 2004 |
| , Content Migration between 3D Online Learning Environments, in: L.O.W. International Conference on 3D Educational Environments, 2004 |
| and , Creating Flexible E-Learning Through the Use of Learning Objects (2004), in: EDUCAUSE Quarterly, 27:4 |
| , Ensuring Effective Learning Environments (2004), in: Human Ecology, 32:1(24) |
| , Game-based learning: How to delight and instruct in the 21st Century (2004), in: EDUCAUSE Review, 39:5(50(52-54), 56) |
| and , Logo goes 3D, in: Society for Information Technology and Teacher Education International 2004, pages 1749-1752, Association for the Advancement of Computing in Education, 2004 |
| and , Personalized messages that promote science learning in virtual environments (2004), in: Journal of Educational Psychology, 96:1(165-173) |
| , Reusable Design Guidelines, 2004 |
| and , Social Affordances and Students' Engagement in Cross-National Online Learning: An Exploratory Study (2004), in: Journal Of Research in International Education, 3:1(5-29) |
| , Social Creativity: Turning Barriers into Opportunities for Collaborative Design, in: Proceedings of the Participatory Design Conference (PDC’04), CPSR, 2004 |
| and , Social Roles In Electronic Communities, in: Internet Research 5.0, 2004 |
| , and , Student attitudes towards an integrated 3D learning environment, in: World Conference on Educational Multimedia, Hypermedia & Telecommunications, pages 1378-1382, Association for the Advancement of Computing in Education, 2004 |
| and , Teacher professional development, technology, and communities of practice: Are we putting the cart before the horse?, in: Designing for virtual communities in the service of learning, Cambridge University Press, 2004 |
| and , The Bystander Effect: A Lens for Understanding Patterns of Participation (2004), in: The Journal of Learning Sciences, 13:2(165 – 195) |
| , , and , The evolutionary design of a Knowledge Network to support knowledge management and sharing for lifelong learning (2004), in: British Journal of Educational Technology, 35:6(739 - 746) |
| , The Networked Learning Environment: Stepping Beyond Courses to a More Expansive Online Learning Experience, Blackboard, 2004 |
| and , The Struggle for Community and Content in Virtual Learning Communities, in: Ed-Media 2004 Conference, 2004 |
| and , Touring mars online, real-time, and in 3D for educators and students, in: Emerging Technologies and Theories for Teaching and Learning, pages 35-40, Association for Educational Communication and Technology, 2004 |
2003
| , Co-Evolution of Technological Design and Pedagogy in an Online Learning Community, in: Designing Virtual Communities in the Service of Learning, Cambridge University Press, 2003 |
| , Design and implementation of an educational 3D MOO, in: Association for Educational Communications and Technology, 2003 |
| , Designing Virtual Worlds, New Riders, 2003 |
| , Escaping the Gilded Cage: User Created Content and Building the Metaverse, in: The State of Play: Law, Games, and Virtual Worlds, 2003 |
| , From GUI to gallery: A study of online virtual environments, in: Museums and the Web, 2003 |
| and , Individual differences in exploration using Desktop VR (2003), in: Journal of the American Society for Information Science and Technology, 54:3(216-228) |
| , and , Instructional Designers’ Observations about Identity, Communities of Practice, and Change Agency, 2003 |
| , and , Role-playing a legend in virtual reality (2003), in: Academic Exchange Quarterly, 7:2(257-261) |
| , , and , Training Manager Competencies: The Standards. Third Edition, ERIC Clearinghouse on Information and Technology, 2003 |
| , Using next generation 3D graphical MOOs for internet-based distributed learning, in: National Educational Computing Conference, 2003 |
| , and , Using the Internet to Improve University Education: Problem-Oriented Web-Based Learning with MUNCIS (2003), in: Interactive Learning Environments, 11:3(193 - 214) |
| , , and , Virtual environments in biology teaching (2003), in: Journal of Biological Education, 37:4(176 - 181) |
| and , Virtual Reality/Simulations, 2003 |
| and , Where Technology and Course Development Meet, 2003 |
2002
| , , and , “I’d Be Overwhelmed, But It’s Just One More Thing to Do:†Availability and Interruption in Research Management (2002) |
| , , , , , , and , Assessing the field of instructional technology: What is the state of the field?, in: Annual Convention of the Association for Educational Communications and Technology, 2002 |
| Building Virtual Communities: Learning and Change in Cyberspace, Cambridge University Press, 2002 |
| , Building, Buying, or Being There: Imagining Online Community, in: Building Learning Communities: Learning and Change in Cyberspace, Cambridge University Press, 2002 |
| , and , Evolution of an On-line Education Community of Practice, in: Building Virtual Communities: Learning and Change in Cyberspace, pages 129-158, Cambridge University Press, 2002 |
| , and , Gender and Programming Achievement in a CSCL Environment, 2002 |
| , , and , Hypermedia Design Methodology in World Wide Web Applications (2002), in: International Journal of Human-Computer Interaction, 14:2(251 - 270) |
| and , IRC Francais: The Creation of an Internet-Based SLA Community (2002), in: Computer Assisted Language Learning, 15:2(109 - 134) |
| , Is "As Good As Face-To-Face" As Good As It Gets? (2002), in: Journal of Asynchronous Learning Networks, 6:2(10 - 23) |
| and , Learning Computer Graphics using Virtual Reality Technologies Based on Constructivism - Case study of the WebDeGrator System (2002), in: Interactive Learning Environments, 10:3(177-197) |
| , Life Online: Researching Real Experience in Virtual Space, Altamira Press, 2002 |
| , New Research Norms For A New Medium, in: The commodification of Information, Springer, 2002 |
| and , On Conceptualizing Community, in: Building Learning Communities: Learning and Change in Cyberspace, Cambridge University Press, 2002 |
| and , ONLINE SELF-ORGANIZING SOCIAL SYSTEMS the Decentralized Future of Online Learning (2002), in: Quarterly Review of Distance Education, 3:1(45 - 58) |
| , and , Painting a Landscape onto Tapped In 2, in: Computer Support for Collaborative Learning 2002 Workshop on the Role of Place in Virtual Community, 2002 |
| , Pianos not orchestras, 2002 |
| , Rubric for Online Instruction, 2002 |
| , sTeam--Providing primary media functions for web-based computer-supported cooperative learning, 2002 |
| and , The Impact of Action Research for Professional Development: case studies in two Manchester schools (2002), in: Westminster Studies in Education, 25:1 |
| and , The Mystery of the Death of MediaMOO: Seven Years of Evolution of an Online Community, in: Building Virtual Communities: learning and Change in Cyberspace, Cambridge University Press, 2002 |
| , , , and , When Collaboration Doesn't Work, in: International Conference of the Learning Sciences, Lawrence Erlbaum Associates, 2002 |
2001
| , and , Bored with Point and Click? Theoretical Perspectives on Designing Learning Environments (2001), in: Innovations in Education & Teaching International, 38:2(175 - 182.) |
| , , and , Constructing virtual worlds: Tracing the historical development of learner practices (2001), in: Cognition and Instruction, 19:1(47-94) |
| and , Constructivist inspiration: A project-based model for L2 learning in virtual worlds, University of Texas Foreign Language Education Program, 2001 |
| and , Defending your life in MOOspace, in: High Wired: On the Design, Use, and Theory of Educational MOOs, University of Michigan Press, 2001 |
| and , Effects of CMC on Student Participation Patterns in a Foreign Language Learning Environment (2001) |
| , , and , Hyperlab: a universal provider system and an interactive test bench for distance learning (2001), in: European Journal of Engineering Education, 26:4(49 - 61) |
| , and , Instructional Design Competencies: The Standards. Third Edition, ERIC Clearinghouse on Information and Technology, 2001 |
| , Programmers: concrete women and abstract men? (2001), in: Journal of Computer Assisted Learning, 17(386 - 395) |
| and , The Turing Game: Exploring Identity in an Online Environment (2001), in: Convergence, 7:3(83 - 102) |
| , , , and , Using collaborative websites to improve education in a cost-effective manner (2001) |
| , What are Educational Objects? (2001), in: Interactive Learning Environments, 9:3(219 - 230) |
2000
| , A Multilingual Virtual Environment for Every-Citizen Learning Communities. (2000), in: International Journal of Computer Processing of Oriental Languages., 13:3(223 - 234) |
| and , A non-authoritative educational metadata ontology for filtering and recommending learning objects (2000), in: Journal of Interactive Learning Environments |
| , Being Real, in: The Robot In The Garden: Telerobotics and Telepistemology in the Age of the Internet, MIT Press, 2000 |
| and , Chatting to Learn and Learning to Chat in Collaborative Virtual Environments (2000), in: M/C - A journal of media and culture, 3:4 |
| , Cudding up to cyborg babies (2000), in: UNESCO Courier |
| and , From Access to Acceptability: Exploiting the Web to Design a New CALL Environment (2000), in: Computer Assisted Language Learning, 13:2(103 - 118) |
| and , Instructional Design Competencies, 2000 |
| , , , and , Monitoring Human-Virtual Reality Interaction: A Time Series Analysis Approach (2000), in: CyberPsychology & Behavior, 3:3(401-406) |
| , New Designs for Connected Teaching and Learning Whitepaper, in: Secretary's Conference on Educational Technology, 2000 |
| , , , and , Supporting Communication and Collaboration Practices in Safety-Critical Situations (2000) |
| , , , and , The Development of a Web-Based Literacy Learning Environment: A Dialogue Between Innovation and Established Practices. (2000), in: Journal of Research on Computing in Education, 32:4(435 - 454.) |
1999
| , Characteristics of Students Related to Computer-mediated Communications Activity (1999), in: Journal of Research on Computing in Education, 32:1(73-97) |
| and , From MOO to MEOW: Domesticating technology for online communities, in: Third International Conference on Computer Support for Collaborative Learning, pages 518-526, 1999 |
| , and , If You Build It, They Will Come. but How Will They Use It? (1999), in: Journal of Research on Computing in Education, 32:2.(270-286) |
| , , and , Knowledge Building in Tapped In and ChemSense, in: Computer Support for Collaborative Learning '99 Workshop on the Design and Assessment of Knowledge-Building Environments, 1999 |
| , My Tiny Life: Crime and Passion in a Virtual World, Owl Books, 1999 |
| , Problems of conflict management in virtual communities, in: Communities in Cyberspace, pages 134 - 166, Routledge, 1999 |
| , The Day After Net Day: Approaches to Educational Use of the Internet (1999), in: Convergence, 5:1(24 - 46) |
1998
| , Identity and deception in the virtual community, in: Communities in Cyberspace, Routledge, 1998 |
1997
| , "Free Trade" In Higher Education: The Meta University (1997), in: Journal of Asynchronous Learning Networks, 1:1(97 - 108) |
| , , , and , Back to the Future: The Story of Squeak, A Practical Smalltalk Written in Itself, in: 12th ACM SIGPLAN Conference on Object-oriented Programming, 1997, pages 318 - 326, 1997 |
| , Computational Technologies and Images of the Self (1997), in: Social Research, 64:3(1093 - 1111) |
| , Life on the Screen: Identity in the Age of the Internet, Simon & Schuster, 1997 |
| , Multiple Subjectivity and Virtual Community at the End of the Freudian Century (1997), in: Sociological Inquiry, 67:1 |
| , and , Navigating Buildings in "Desk-Top" Virtual Environments: Experimental Investigations Using Extended Navigational Experience (1997), in: Journal of Experimental Psychology: Applied, 3:2(143-159) |
| and , Virtual Places for Collaborative Science Simulations (1997), in: BioQuest Notes:Spring 1997 |
1996
| , Finding One's Own in Cyberspace (1996), in: Technology Review, January 2006 |
| High Noon on the Electronic Frontier, MIT Press, Digital Communication, 1996 |
| , Like magic, only real, in: Wired Women: Gender and New Realities in Cyberspace, Seal Press, 1996 |
| , and , Pianos not stereos: Creating Computational Construction Kits (1996), in: Interactions:September - October |
| , and , Serious Uses of MUDs: Tapped In to Teacher Professional Development: An On-line Conference Center for Education Communities, in: Computer Support for Collaborative Work, 1996 |
1995
| , Learning and teaching in virtual worlds: Implications of virtual reality for education (1995), in: Australian Journal of Educational Technology, 11:2(91-102) |
| , The Narcissistic Researcher: A Personal View (1995), in: The Qualitative Report, 2:2 |
1994
| , Virtual reality: An overview (1994), in: TechTrends, 39:1(23-26) |
1993
| , Gender Swapping on the Internet, in: INET '93, The Internet Society, 1993 |
| , Mindstorms: Children, Computers and Powerful Ideas (Second Edition), Basic Books, 1993 |
| , Social Dimensions of Habitat's Citizenry, in: Virtual Reality: A Survey of Technology and Culture, Van Nostrand Rheinhold, 1993 |
1992
| , Challenges & Options: specific proposals, UNESCO, 1992 |
| and , Epistemological Pluralism and the Revaluation of the Concrete (1992), in: Journal of Mathematical Behavior, 11:1(3 - 33) |
| , Identity Workshop: Emergent Social And Psychological Phenomena In Text-Based Virtual Reality, 1992 |
| and , Summer students in virtual reality: A pilot study on educational applications of virtual reality technology, Washington Technology Center, 1992 |
1991
| , Computers, Networks and Education (1991), in: Scientific American:September, 1991 |
1990
| , Environment Analysis: A Neglected Stage of Instructional Design (1990), in: Educational Technology Research and Development, 38:1(55 - 64) |
| and , Oracle Layza's Tales from Fujitsu Habitat, 1990 |
| and , Rapid Prototyping: An alternative instructional design strategy (1990), in: Educational Technology Research and Development, 38:1(31 - 44) |
| and , The Lessons of Lucasfilm’s Habitat, in: Cyberspace: First Steps, MIT Press, 1990 |
1989
| , The Great Good Place, Paragon House, 1989 |
1988
1986
| , Computational Reticence: Why Women Fear the Intimate Machine, in: Technology And Women's Voices, Pergamon Press, 1986 |
1973
| , The Interpretation of Cultures, Basic Books, 1973 |
1971
| and , Twenty Things to Do With a Computer, Massachusetts Institute of Technology, number Artificial Intelligence Memo 248, 1971 |
1970
| and , NIM: A Game-Playing Program., Massachusetts Institute of Technology, 1970 |
1909
| , The Machine Stops (1909), in: Oxford and Cambridge Review |
""
| , The significance of social software, in: BlogTalks Reloaded. Social Software - Research & Cases., Books on Demand, "" |
| and , Using On-Line Chat in Language Teaching, "" |
