Virtual Reality
PEGS: Pretraining, Exploration, Goal Orientation, and Segmentation to Manage Cognitive Load in Immersive Environments. In: MacDowell, P., Lock, J. (eds) Immersive Education. Springer, Dec 2022 (non firewall link here )
Stereoscopic Views Improve Spatial Presence but not Spatial Learning in VR Games. PRESENCE: Virtual and Augmented Reality, October 2022
Authenticity, Interactivity, and Collaboration in Virtual Reality Games: Best Practices and Lessons Learned. Frontiers in Virtual Reality, October 2021
Processing presence: how users develop spatial presence through an immersive virtual reality game Virtual Reality, April 2021
Visualizing the Collaborative Problem Solving Process in an Immersive Cross Platform Game IEEE, July 2021
Exploring How Role and Background Influence Gameplay Through Analysis of Spatial Dialogue in Collaborative Problem-Solving Games, Journal of Science Education and Technology, December 2020
Influence of Virtual Reality on High School Students’ Conceptions of Cells. Journal of Universal Computer Science, 2020
Iterative user and expert feedback in the design of an educational virtual reality biology game. September 2019
Envisioning Virtual Reality: A toolkit for implementing virtual reality in the classroom. ETC Press, Pittsburgh PA., 2019
Authenticity, Interactivity, and Collaboration in VR learning games Frontiers in Robotics and AI, 2018
Simulations and Workforce Development
Eliciting Learner Knowledge: Enabling Focused Practice through an Open-Source Online Tool. Behavioral Sciences, 12(9), 324
Practice-Based Teacher Education with ELK: A Role-Playing Simulation for Eliciting Learner Knowledge. April 2021.
Teacher Moments: A Digital Simulation for Preservice Teachers to Approximate Parent–Teacher Conversations, Journal of Digital Learning in Teacher Education, May 2019
MIT Full STEAM Ahead: Bringing Project-Based, Collaborative Learning to Remote Learning Environments, University and School Collaborations During a Pandemic, 2022