Introduction: Pedagogy, Education and Innovation in Virtual Worlds
Can we move beyond visual metaphors? Virtual world provocations and Second Life
The six learnings of Second Life: A framework for designing curricular interventions in-world
Using Second Life for Problem Based Learning in Computer Science Programming
Between Snapshots and Avatars: Using Visual Methodologies for Fieldwork in Second Life
A virtual environment study in entrepreneurship education of young children
Beyond the game: Quest Atlantis as an online learning experience for gifted elementary students