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