Scholarly articles

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  1. Bell, L., Peters, T., & Pope, K. (2007). Get a [Second] Life! Prospecting for gold
    in a 3-D world. Computers in Libraries, 27, 10-15. Retrieved May 4, 2007
    from Wilson Web database.
  2. Benson, A., & Favini, R. (2006). Evolving web, evolving librarian. Library Hi
    Tech News, 7. 18-21. Retrieved June 11, 2007 from Proquest Database.
  3. Blumenstein, L. & Oder, N. (2007, June 15). San Jose SLIS embraces Second
    Life. Library Journal. Retrieved June 16, 2007 from http://www.libraryjournal.com/article/CA6449579.html?q=second+life
  4. Branston, C. (2006, April). From game studies to bibliographic gaming: Libraries
    tap into the video game culture. Bulletin of the American Society for
    Information Science and Technology. 24-29. Retrieved June 11, 2007
    from Proquest Database.
  5. Clarke, J., Dede, C., & Ketelhut, D. (2005). Extending library services through
    emerging interactive media. Knowledge Quest, 34. 29-32. Retrieved June
    11, 2007 from Proquest Database.
  6. Foreman, J. (2003). NEXT-Generation: educational technology versus the
    lecture. Educause, 38. 12-22. Retrieved June 11, 2007 from Proquest
    Database.
  7. Hawkins, T. & Brynko, B. (2006). Gaming: The next hot technology for
    libraries? Information Today, 23. Retrieved June 11, 2007 from Proquest
    Database.
  8. Janes, J. (2007). Life on the island. American Libraries, 3. 34. Retrieved June 11,
    2007 from Proquest Databases.
  9. Levine, J. (2007). Getting your game on. American Libraries, 38. 36. Retrieved
    June 11, 2007 from Proquest Database.
  10. Social networking sites continue to attract record numbers as myspace.com
    surpasses 50 Million U.S. Visitors in May. (2006, June 15). Retrieved June
    17, 2007 from http://www.comscore.com/press/pr.asp?year=2006.
  11. Squire, K. (2006). From content to context: Videogames as designed experience.
    Educational Researcher, 35, 19-30. Retrieved June 11, 2007 from Proquest
    Database.
  12. Sweeney, R. (2005). Reinventing library buildings and services for the
    millennial generation. Library Administration & Management, 19.
    Retrieved May 5, 2007 from Wilson Web Database.
  13. Wideman, H., Owston, R., Brown, C., Kushniruk, A., Ho, F., & Pitts, K. (2007).
    Unpacking the potential of educational gaming: A new tool for gaming
    research. Simulation Gaming, 38. 10-30. Retrieved June 11, 2007 from
    Proquest Database.

You can also explore a very good annotated bibliography at
http://web.ics.purdue.edu/~mpepper/slbib

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