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Recent Faculty Publications


Robb Lindgren

Lindgren, R., & McDaniel, R. (in press, 2012). Transforming online learning through narrative and student agency. Educational Technology & Society.
Lindgren, R. (2012). Generating a learning stance through perspective-taking in a virtual environment. Computers in Human Behavior, 28(4), 1130-1139.
Lindgren, R., & Schwartz, D. L. (2009). Spatial learning and computer simulations in science. International Journal of Science Education, 31(3), 419-438.
Schwartz, D. L., Lindgren, R., & Lewis, S.(2009). Constructivism in an age of non-constructivist assessments. In Tobias, S. & Duffy, T. M. (Eds.) Constructivist Theory Applied to Instruction: Success or Failure. New York: Taylor & Francis (pp. 34-61).
Lindgren, R., & Pea, R. (2012). Inter-identity technologies for learning. Proceedings of the International Conference of the Learning Sciences. Sydney, Australia.
Lindgren, R., & Moshell, J. M. (2011). Supporting childrens' learning with body-based metaphors in a mixed reality environment. Proceedings of the Interaction Design and Children Conference, 177-180.

Rudy McDaniel

Applen, J. D., & McDaniel, R. (2009). The rhetorical nature of XML: Constructing knowledge in networked environments. New York: Routledge.
McDaniel, R., & Kenny, R.  (2013).  Evaluating the relationship between cognitive style and pre-service teachers' preconceived notions about adopting console video games for use in future classrooms.  International Journal of Game-Based Learning.  4(3).  Forthcoming.
Lindgren, R., & McDaniel, R. (2012). Transforming Online Learning through Narrative and Student Agency. Educational Technology & Society, 15(4), 344–355.
Kenny, R., & McDaniel, R.  (2011). The role teachers’ expectations and value assessments play in their adopting and integrating video games into the curriculum.  British Journal of Educational Technology. 42(2), 197-213.
McDaniel, R., & Vick, E.H.  (2010).  Games for good as cognitive technologies.  Special Double Issue of Cognitive Technology, 14(2)-15(1).
McDaniel, R.  (2009). Making the most of interactivity online version 2.0: Technical communication as procedural architecture.  Technical Communication 56(4), 370-386.  
McDaniel, R., & Telep, P.  (2009). Best practices for integrating game-based learning into online teaching. Journal of Online Learning and Teaching 5(2), 424-438.  
Fiore, S. M., McDaniel, R., & Jentsch, F. (2009). Narrative-based collaboration systems for distributed teams: Nine research questions for information managers. Information Systems Management, 26(1), 28-38.
Chertoff, D. B., Schatz, S. L., McDaniel, R., & Bowers, C. A. (2008). Improving presence theory through experiential design. PRESENCE: Teleoperators and Virtual Environments, 17(4), 405-413. 
McDaniel, R. & Steward, S. (2011). Technical communication pedagogy and the broadband divide: Academic and industrial perspectives. In A. P. Lamberti & A. R. Richards (Eds.), Complex Worlds: Digital Culture, Rhetoric, and Professional Communication (pp. 195-212). Amityville, NY: Baywood Press.  
McDaniel, R. & Schatz, S. (2010) From cyberspaces to cyberplaces: Image, narrative, and the psychology of place.  In B. Dilger & J. Rice (Eds.), From A to A: Keywords of Markup (pp. 186-212). Minneapolis: University of Minnesota Press.  
McDaniel, R. & Fiore, S. M.  (2010). Applied ethics game design: Some practical guidelines. In K. Schrier & D. Gibson (Eds.), Ethics and Game Design: Teaching Values through Play (pp. 236-254). Hershey, PA: Information Science Reference (IGI Global).
McDaniel, R., Fiore, S. M., & Nicholson, D. (2010). Serious storytelling: Narrative considerations for serious games researchers and developers. In J. A. Cannon-Bowers & C. A. Bowers (Eds.), Serious Game Design and Development: Technologies for Training and Learning (pp. 13-30). Hershey, PA: Information Science Reference (IGI Global).
Vick, E.H., McDaniel, R., & Jacobs, S. (2010). Using semiotic grammars for rapid design of evolving videogame mechanics.  In S. Spencer (Ed.) Proceedings of the Sandbox 2010: The 5th ACM SIGGRAPH Conference on Video Games (pp. 25-30).  New York: The Association for Computing Machinery.  
McDaniel, R., Vick, E.H., Jacobs, S., & Telep, P.  (2009). Cardboard semiotics: Reconfigurable symbols as a means for narrative prototyping in game design.  In S. Spencer (Ed.) Proceedings of the Sandbox 2009: The 4th ACM SIGGRAPH Conference on Video Games (pp. 87-93).  New York: The Association for Computing Machinery.  

E. Brady Robinson

Robinson, E. Brady. "Self-Publishing and Technology." Professional Artist June-July 2013: 12-21. Print and digital.

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