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"This above all: to thine own self be true": ethical considerations and risks in conducting Higher Education learning activities in the virtual world Second Life™., , and . Interact. Learn. Environ., 20 (3): 253-269 (2012)Kaleidoscope JEIRP on Learning Patterns for the Design and Deployment of Mathematical Games: Final Report (2007-04-23 13:20:50), , , , , , , , , and 5 other author(s). (2006)Developing interoperable taxonomy systems for sharing resources within multidisciplinary communities of practice., , and . Interact. Technol. Smart Educ., 1 (2): 91-100 (2004)Learning Patterns for the design and deployment of Mathematical Games: Literature review, , , , , , , , , and 1 other author(s). Research Report, D40.1.1. Kaleidoscope network of excellence, (2006)The creation of digital artefacts as a mechanism to engage students in studying literature., , and . Br. J. Educ. Technol., 50 (3): 1060-1086 (2019)Literature review on the use of games in mathematical learning, Part II: Deployment, , , , , , and . (2006)In-World Behaviors and Learning in a Virtual World., and . Int. J. Virtual Pers. Learn. Environ., 5 (4): 17-28 (2014)Kaleidoscope JEIRP on Learning Patterns for the Design and Deployment of Mathematical Games: Final Report, , , , , , , , , and 5 other author(s). (2007)