15. Second Life – A Tour Inside The Body (Lambe & Johnson, 2009) http://www.massively.com/2008/02/18/a-tour-around-the-testis-education-in-second-life/
16. Second Life – Renaissance Island (Lambe & Johnson, 2009) http://4rxt.wordpress.com/tag/renaissance-island/
17. A Second Life Ecosystem http://craigphares.com/blog/tag/games/ (Lambe & Johnson, 2009)
18. Second Life – Outer Space (Lambe & Johnson, 2009) http://virtualunderworld.net/wordpress/?m=200807
19. Second Life – Under the Sea (Lambe & Johnson, 2009) http://steppingintohistory.org/Conference%20Schedule.html
30. Open Learning Environment Student HAS effective learning Style & meta-cognitive skills Student DOES NOT have effective learning style & meta-cognitive Skills Bayeasian ACE Student Learns by Self Exploration Student Learns with A Little Help & Self Exploration (Veermans et al., 2000). (Bunt, et al. 2001) (Bunt & Conati, 2002)
31. A Microprocessor (Stutt & Motta, 2004) http://www.howstuffworks.com/microprocessor.htm
34. Feedback from Toys (Nixon, et al., 2005) http://alissagrosso.com/category/random-thoughts/
35. (Srivastava, et al., 2001) http://netgened.wikispaces.com/8F+Innovation+and+Smart+Objects
36. Feedback from Objects http://www.stamfordadvocate.com/local/article/King-students-developing-new-energy-technology-437892.php (Nixon, et al., 2005)
37. Feed Back Sensors (Nixon, et al., 2005) http://www.picotech.com/educational.html
38. Security Privacy Trust http://english.pravda.ru/photo/report/garbage-3353 (Srivastava, et al. 2001, p.133) (Nixon, et al., 2005)
46. References: Bunt, A. & Conati, C.(2002). Assessing Effective Exploration In Open Learning Environments Using Bayeasian Networks. Department of Computer Science. University of British Columbia, p. 1-10 Bunt, A., Conati, C., Huggett, M. & Muldner, K. (2001). On Improving The Effectiveness of Open Learning Environments Through Tailored Support Exploration. Department of Computer Science. University of British Columbia, p. 1-9 Delwiche, A. (2006). Massively multiplayer online games (MMOs) in the new media classroom. Educational Technology & Society, 9 (3), 160-172. Dickey, M. D. (2006). Game design and learning: a conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation. Education Technology Research Development. 55, 253-273
47. Lambe, A. & Johnson, L. (2009). The potential, the pitfalls and the promise of multi-user virtual environments: getting a second life. Teacher Librarian. 36(4), 68 – 71 Lucia, A. D., Francese, R., Passero, I., & Tortora, G. (2009). Development and evaluation of virtual campus on Second Life: The case of SecondDMI. Computers & Education, 52, 220-233 Luff, I. (2000). "I've been in the Reichstag": Rethinking roleplay. Teaching History, 8-18. Messerly, J. G. (2004). How computer games affect CS (and other) students’ school performance. Communications of the ACM, 47, 28-31. Nixon, P. A., Wagealla, W., English, C. and Terzis S. (2004). Security, Privacy and Trust Issues in Smart Environments.Technical report of the Global and Pervasive Computing Group. Department of Computer and Information Sciences. University of Strathclyde, Glasgow, Scotland. Shah, A. & Salimullah, K (2009). Use of Information and Communication Technology (ICT) for Effective Open and Distant Learning (ODL). International Journal of Emerging Technologies in Learning, 4(4) 63- 67.
48. Srivastava, M., Muntz, R & Potkonjak, M. (2001). Smart Kindergarten: Sensor-based Wireless Networks for Smart Developmental Problem-solving Environments. Proceedings of the ACM SIGMOBILE 7th Annual International Conference on Mobile Computing and Networking, p. 132–138. Stutt, A & Motta, E (2004). Semantic Learning Webs. Journal of Interactive Media in Education, 10, 1-25. Veermans, K., DeJong, T. & Van Jooligen, W.R., (2000) Promoting self directed learning in simulation-based discovery learning environments through intelligent support. Interactive Learning Environments, 8(3), 229-255. Xie et al. (2001). Smart Classroom - an Intelligent Environment for Tele-education. Department of computer science and technology. Tsinghua University. Beijing, China. 662-668 Yee, N. (2006). The Psychology of MMORPGs: Emotional Investment, Motivations, Relationship Formation, and Problematic Usage. In R. Schroeder & A. Axelsson (Eds.), Avatars at Work and Play: Collaboration and Interaction in Shared Virtual Environments, London: Springer-Verlag, 187-207.