Graphics Programs Reference
In-Depth Information
American Council on the Teaching of Foreign Languages
(ACTFL). -Retrieved from http://www.actfl.org (accessed
10 May 2009)
Artificial Linguistic Internet Computer Entity. (2009).
In Wikipedia, The Free Encyclopedia . Retrieved
June 30, 2009, from http://en.wikipedia.org/w/index.
php?title=Artificial_Linguistic_Internet_Computer_
Entity&oldid=300068444
Anderson, C. A., Berkowitz, L., Donnerstein, E., Hues-
mann, R. L., Johnson, J., & Linz, D. (2003). The influence
of media violence on youth. Psychological Science in the
Public Interest , 4 , 81-110.
Ashburn, E. A. (2006). Attributes of Meaningful Learning
Using Technology (MLT). In Ashburn, E. A., & Floden,
R. E. (Eds.), Meaningful Learning Using Technology:
What Educators Need to Know and Do (pp. 8-25). New
York: Teachers College Press.
Anderson, C. A., & Bushman, B. J. (2001). Effects of
violent video games on aggressive behavior, aggressive
cognition, aggressive affect, physiological arousal, and
prosocial behavior: A meta-analytic review of the sci-
entific literature. Psychological Science , 12 , 353-359.
doi:10.1111/1467-9280.00366
Atkins, M. J. (1993). Theories of learning and multimedia
applications: An overview. Research Papers in Education ,
8 (2), 251-271. doi:10.1080/0267152930080207
Anderson, J. R., Reder, L. M., & Simon, H. A. (1996).
Situated learning and education. Educational Researcher ,
25 (4), 5-11.
Atkinson, R. K. (2002). Optimizing learning from ex-
amples using animated pedagogical agents. Journal of
Educational Psychology , 94 , 416-427. doi:10.1037/0022-
0663.94.2.416
Andrews, D. H., & Bell, H. H. (2000). Simulation-based
training. In Tobias, S., & Fletcher, J. D. (Eds.), Training and
retraining: A handbook for business, industry, government,
and the military (pp. 357-384). New York: Macmillan.
Atkinson, T. (2008). Inside Linden Lab: Second Lifeā„¢
for Educators. TechTrends: Linking Research and Practice
to Improve Learning , 52 (3), 16-18.
Antonacci, D. M., & Modaress, N. (2005). Second Life:
The educational possibilities of a massively multiplayer
virtual world (MMVW). Kansas Technology Leadership
Conference . Retrieved December 2, 2007 from http://
www2.kumc.edu/tlt/SLEDUCAUSESW2005/SLPre-
sentationOutline.htm
Au, J. (2004). A lever to move the mind. Second Life
Blog [web log], September 9. Retrieved April 2, 2009,
from http://secondlife.blogs.com/nwn/2004/09/in_the_
minds_ey.html
Auslander, P. (1999). Liveness: Performance in a media-
tized culture . London: Routledge.
Armstrong,J., &Franklin,T.(2008). A review of current
and developing international practice in the use of social
networking (Web 2.0) in higher education: Committee of
Inquiry into the Changing Learner Experience.
Autodesk Maya Press. (2009). Autodesk Maya 2010:
The Modeling and Animation Handbook . San Rafael,
CA: Autodesk, Inc.
Autodesk. (2009). Autodesk 3ds Max 2010: Foundation
for Games. San Rafael, CA: Autodesk, Inc.
Aronson, E., & Bridgeman, D. (1979). Jigsaw groups and
the desegregated classroom: In pursuit of common goals.
Personality and Social Psychology Bulletin , 5 , 438-446.
doi:10.1177/014616727900500405
Avouris, N. (2000). Introduction in the Human-Computer
Communication . Athens: Diavlos.
Aronson, E., & Patnoe, S. (1997). The Jigsaw Class-
room: Building Cooperation in the Classroom (2nd ed.).
Longman.
Azuma, R. T. (1997). A Survey of Augmented Reality.
Presence (Cambridge, Mass.) , 6 (4), 355-385.
Bainbridge, W. S. (2007). The Scientific Research Poten-
tial of Virtual Worlds. Science , 317 , 472-476. doi:10.1126/
science.1146930
Search WWH ::




Custom Search