1. Alexander, A. L., Brunyé, T., Sidman, J., & Weil, S. A. (2005). From gaming to training: A review of studies on fidelity, immersion, presence, and buy-in and their effects on transfer in pc-based simulations and games. DARWARS Training Impact Group, 5, 1–14.
2. Badilla Quintana, M. G., & Fernández, S. M. (2015). A pedagogical model to develop teaching skills. The collaborative learning experience in the Immersive Virtual World TYMMI. Computers in Human Behavior, 51, 594–603.
3. Badilla Quintana, M. G., Vera Sagredo, A., & Lytras, M. D. (2017). Pre-service teachers’ skills and perceptions about the use of virtual learning environments to improve teaching and learning. Behaviour and Information Technology, 36(6), 575–588.
4. Berliner, D. C. (1988, October). Implications of studies of expertise in pedagogy for teacher education and evaluation. New Directions for Teacher Assessment. Conference proceedings of the ETS Invitational Conference. Princeton, NJ: Educational Testing Service. Retrieved March 5, 2019, from https://files.eric.ed.gov/fulltext/ED314432.pdf#page=44.
5. Bower, M. (2008). Affordance analysis—Matching learning tasks with learning technologies. Educational Media International, 45(1), 3–15.