B?ker
Hanneman, R.A. and Riddle, M. (2005). Introduction to social network methods. Riverside, CA: University of California, Riverside (ca. 200 sider)
Artikler
Amador, P., & Amador, J. (2014). Academic advising via Facebook: Examining student help seeking. The Internet and Higher Education, 21, pp. 9-16. (7 sider).
Andersen, R. and M?rch, A.I. (2016). Mutual development in mass collaboration: Identifying interaction patterns in customer-initiated software product development. Computers in Human Behavior. Volume 65, September 2016, pp. 77–91 (15 sider).
Cress, U. (2013). Mass collaboration and learning. In R. Luckin, P. Goodyear, B. Grabowski, S. Puntambekar, 659 J. Underwood, & N. Winters (Eds.), Handbook on design in educational technology (pp. 416–425). London: Taylor and Francis. (10 sider)
Daer, A.R. and Potts, L. (2014). Teaching and learning with social media: Tools, cultures, and best practices. Programmatic Perspectives, 6(2), pp. 21-40. (20 sider).
Daniel, J., (2012). Making Sense of MOOCs: Musings in a Maze of Myth, Paradox and Possibility. Journal of Interactive Media in Education. 2012(3), p.Art. 18. DOI: http://doi.org/10.5334/2012-18 (26 sider).
Fischer, G. (2011). Understanding, fostering, and supporting cultures of participation. interactions 18, 3 (May 2011), 42-53. (12 sider)
Freeman, L. (2000). Visualizing social networks. Journal of Social Structure, 1(1), pp. 1-15. (15 sider).
Granovetter, M.S. (1973). The Strength of Weak Ties. American Journal of Sociology 78: 1360-1380. (21 sider).
Greenhow, C., Robelia, B. and Hughes, J.E. (2009). Learning, Teaching, and Scholarship in a Digital Age: Web 2.0 and Classroom Research: What Path Should We Take Now? Educational Researcher, 38(4), 246-259. (14 sider).
Jamaludin, A., Chee, Y.-S., & Ho, C.M.L. (2009). Fostering argumentative knowledge construction through enactive role play in Second Life. Comput. Educ. 53, 2 (September 2009), 317-329 (12 sider).
Java, A., & Song, X., Finin, T., & Tseng, B. (2007). Why we twitter: Understanding microblogging usage and communities. In Proceedings WebKDD/SNA-KDD '07 conference. ACM, New York, pp. 56-65 (10 sider).
Leino, J., Tanhua-Piiroinen, E. and Sommers-Piiroinen, J. (2012). Adding Social Media to E-Learning in the Workplace: Instilling Interactive Learning Culture, iJAC, 5(3), pp. 18-25. (8 sider).
M?rch, A.I., Hartley, M.D., & Caruso, V. (2015). Teaching Interpersonal Problem Solving Skills Using Roleplay in a 3D Virtual World for Special Education: A Case Study in Second Life. In Proceedings IEEE 15th International Conference on Advanced Learning Technologies (ICALT 2015). IEEE Computer Society, pp. 464-468 (4 sider).
M?rch, A.I. (2015). Social media in the workplace. In J. Spector (Ed.), The SAGE encyclopedia of educational technology. Thousand Oaks, CA: SAGE Publications, pp. 667-669. (3 sider).
Sawhney, M. et al. 2005. Collaborating to create: The Internet as a platform for customer engagement in product innovation. Journal of Interactive Marketing, 19(4), pp. 4-17. (14 sider).
Schwartz, D.L. and Hartman, K. (2007). It is not television anymore: Designing digital video for learning and assessment. In R. Goldman, S. Derry, R. Pea, & B. Barron (Eds.), Video Research in the Learning Sciences. Mahwah, NJ: Erlbaum. (25 sider).
Skaar, B. (2005). Fortelling og dramaturgi. Kap. 4 i "Nettcase: Multimediale case i profesjonsutdanningen av l?rere". Dr.polit. avhandling, Det utdanningsvitenskapelige fakultet, Universitetet i Oslo. (15 sider).
Skeels, M.M., & Grudin, J. (2009). When social networks cross boundaries: A case study of workplace use of facebook and linkedin. In Proceedings of the ACM 2009 international conference on supporting group work (GROUP '09). ACM, New York, NY, USA, 95-104 (9 sider).
Trant, J., & with the participants in the steve.museum, p. (2006). Exploring the potential for social tagging and folksonomy in art museums: Proof of concept. New Review of Hypermedia and Multimedia, 12(1), 83-105. (22 sider
Vasb?, K.B, Silseth, K. & Erstad, O. (2014). Being a Learner Using Social Media in School: The Case of Space2cre8. Scandinavian Journal of Educational Research, 58(1) 1, pp. 110-126. (17 sider).
Weilenmann, A., T. Hillman, et al. (2013). Instagram at the museum: Communicating the museum experience through social photo sharing. Proc. Conference on Human factors in computing systems (CHI’13). ACM: New York, pp. 1843-1852 (9 sider).
Westrup, U., & Planader, A. (2013). Role-play as a pedagogical method to prepare students for practice: The students’ voice. H?gre utbildning, 3, 3, pp. 199-210 (11 sider).
Windschitl, M. (1998). The WWW and Classroom Research: What Path Should We Take? Educational Researcher, 27(1), 28-33. (6 sider).
Yardley-Matwiejczuk, K.M. (1997). Reflections upon extant definitions of role-play. Kap. 5 i: Role Play: Theory and Practice. Sage, London, UK.