TPC-Journal-V2-Issue2

The Professional Counselor \Volume 2, Issue 2 177 Li, Q. (2007). New bottle but old wine: A research of cyberbullying in schools. Computers in Human Behavior, 23 , 1777– 1791. Loveland, M. (2011, January). Teen commits suicide after being cyberbullied, received harrassing messages on Formspring . Retrieved from http://www.scribbal.com/2011/07/teen-commits-suicide-after-being-cyberbullied- recieved-harrassing-messages-on-formspring/ Luo, L., & Kemp, J. (2008) Second Life: Exploring the immersive instructional venue for library and information science education.  Journal of Education for Library and Information Science 49 , 147–166. McCabe, K. (2010, January). Teen’s suicide prompts a look at bullying. The Boston Globe. Retrieved from http://www. boston.com/news/local/massachusetts/articles/2010/01/24/teens_suicide_prompts_a_look_at_bullying/ O’Conner, E., & Sakshaug, L. (2009). Preparing for Second Life: Two teacher educators reflect on their initial foray into virtual teaching and learning. Journal of Educational Technology Systems, 37 , 259–271. Padgett, L. S., Strickland, D., & Coles, C. D. (2006). Case study: Using a virtual reality computer game to teach fire safety skills to children diagnosed with fetal alcohol syndrome. Journal of Pediatric Psychology, 31 , 65–70. doi: 10.1093/jpepsy/jsj030 Paperny, D. M., & Starn, J. R. (1989). Adolescent pregnancy prevention by health education computer games: Computer- assisted instruction of knowledge and attitudes. Pediatrics , 83 , 742–752. Pellegrini, A., & Bartini, M. (2000). A longitudinal study of bullying, victimization, and peer affiliation during the transition from primary school to middle school. American Educational Research Journal, 37 (3), 699–725. Ritterfeld, U., & Weber, R. (2006). Video games for education and entertainment. In P. Vorderer & J. Bryant (Eds.), Playing video games: Motives, responses, and consequences (pp. 399–413). Mahweh, NJ: Lawrence Erlbaum. Slater, M., Pertaub, D. P., & Steed, A. (1999). Public speaking in virtual reality: Facing an audience of avatars . IEEE Computer Graphics and Application, 19 , 6–9. doi: 10.1109/38.749116 Starr, C. (2009). Parents should learn what sexting is and how to prevent it . Retrieved http://www.associatedcontent.com / article/1538742/jesse_logan_committed_suicide_after.html Tapscott, D. (1998). Growing up digital: The rise of the Net Generation. New York, NY: McGraw-Hill. Warburton, S. (2009). Second Life in higher education: Assessing the potential for and the barriers to deploying virtual worlds in learning and teaching. British Journal of Educational Technology, 40 , 414–426. Willard, N. (2006, April). Flame retardant: Cyberbullies torment their victims 24/7. School Library Journal, 54–56 . Williams, K., & Guerra, N. (2007). Prevalence and predictors of Internet bullying. Journal of Adolescent Health, 41 (6), Supplemental 1, S14–S21. Williamson, B., & Facer, K. (2004). More than ‘just a game’: The implications for schools of children’s computer games communities. Education, Communication, and Information, 4 (2/3), 255–270. doi: 10.1080/14636310412331304708 Wright, V. H., Burnham, J. J., Inman, C. T., & Ogorchock, H. N. (2009). Cyberbullying: Using virtual scenarios to educate and raise awareness. Journal of Computing in Teacher Education, 26 , 23–30. Yee, M. S., Bailenson, J. N., Urbanek, M., Chang, F., & Merget, D. (2007). The unbearable likeness of being digital: The persistence of nonverbal social norms in online virtual environments. CyberPsychology and Behavior , 10 , 115– 121. Zoll, C., Enz, S., Schaub, H., Aylett, R., & Paiva, A. (2006, April). Fighting bullying with the help of autonomous agents in a virtual school environment . Paper presented at the 7th International Conference on Cognitive Modeling, Trieste, Italy.

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