Select Publications

 

Rowe, E., Asbell-Clarke, J., Baker, R., Eagle, M., Hicks, A., Barnes, T., Brown, R., & Edwards, T. (in press). Assessing implicit science learning in digital games. To appear in Computers in Human BehaviorSupplementary materials.

Rowe, E., Asbell-Clarke, J., Bardar, E., & Edwards, T. (2017). Bridging games and classroom science learning. Manuscript submitted.

Rowe, E., Asbell-Clarke, J., Eagle, M., Hicks, A., Barnes, T., Brown, R., & Edwards, T. (2016). Validating game-based measures of implicit science learning. Paper presented at the Ninth international conference on Educational Data Mining, Raleigh, NC.

Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J., & Edwards, T. (2016). Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Computers in Human Behavior, 54, 170-179.

 

 Show 2015

Rowe, E., Bardar, E., & Asbell-Clarke, J. (2015). Building Bridges: Teachers Leveraging Game-Based Implicit Science Learning in Physics Classrooms. In D. Russell, & Laffey, J. (Ed.), Handbook of Research on Gaming Trends in P-12 Education. Hershey, PA: IGI Global.

Eagle, M., Rowe, E., Hicks, A., Brown, R., Barnes, T., Asbell-Clarke, J., & Edwards, T., (2015, October).  Measuring implicit science learning using networks of player-game interactions.  Presented at the ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, London.

Vieyra, R., Edwards, T., Rowe, E., & Asbell-Clarke, J. (2015). Playing with Science: Using Electronic Games to Foster Inquiry. The Science Teacher, 82(5), 51.

Rowe, E., Asbell-Clarke, J., & Baker, R. S. (2015). Serious games analytics to measure implicit science learning. In C. S. Loh, Y. Sheng, & D. Ifenthaler (Eds.), Serious Game Analytics: Methodologies for Performance Measurement, Assessment, and Improvement. (pp. 343-360). Switzerland: Springer International Publishing.

 Show 2014

Fraser, J., Shane-Simpson, C., & Asbell-Clarke, J. (2014). Youth science identity, science learning, and gaming experiences. Computers in Human Behavior, 41, 523-532.

Rowe, E., Baker, R., & Asbell-Clarke, J., Kasman, E., & Hawkins, W. (2014).  Building automated detectors of gameplay strategies to measure implicit science learning.  Poster presented at the Seventh international conference on Educational Data Mining Society in London, July 4-7.

Larsen, J. L., et al. (2014). STEMLandia – The Nature’s Apprentice Geocaching Adventure, Opening the Door for STEM Learning Through Outside. Paper presented at the EdMedia World Conference on Educational Media and Technology in Tampere, Finland. June 23-26.

Larsen, J. L., Bardar, E., & Asbell-Clarke, J. (2014). Ravenous. Paper presented at the 10th Annual Games+Learning+Society Conference, Madison, WI, June 11-13.

Asbell-Clarke, J., & Rowe, E. (2014). Scientific inquiry in digital games. In F. Blumberg (Ed.), Learning by Playing: Frontiers of Video Gaming in Education (pp. 246-260). New York: Oxford University Press.

Rowe, E., Asbell-Clarke, J., Bardar, E., Kasman, E., & MacEachern, B. (2014). Crossing the bridge: Connecting game-based implicit science learning to the classroom.  Paper presented at the 10th annual Games+Learning+Society conference in Madison, WI, June 11-13.

Rowe, E., Baker, R. & Asbell-Clarke, J. (2014). Studying implicit science learning in digital games.  Poster presented at the 3rd annual Cyberlearning Summit in Madison, WI, June 9-10.

Asbell-Clarke, J. (2014) “What Lies Below: Implicit Learning in Games” Presented at SxSWedu, Austin TX. March 2014.

Asbell-Clarke, J. (2014) Listening to Data: Implicit Learning in Games” Presented at Warp Drive, Mr Sulu: Games, Learning, and Assessment Conference. Redondo Beach, CA. April, 2014.

Rowe, E. & Shernoff, D. (2014).  The Finnish-US Network (FUN): Studying Flow in Educational Games & Gamified Learning Environments.  Symposium at the 2014 EDMedia World Conference on Educational Media and Technology in Tampere, Finland, June 23-27.

Shernoff, D., Hamari, J., & Rowe, E. (2014). Measuring Flow in Educational Games and Gamified Learning Environments.  In E. Rowe & D. Shernoff (Chairs) The Finnish-US Network (FUN): Studying Flow in Educational Games & Gamified Learning Environments.  Symposium at the 2014 EDMedia World Conference on Educational Media and Technology in Tampere, Finland, June 23-27.

Rowe, E., Asbell-Clarke, J. & Edwards, T. (2014). Flow & Learning in Quantum Spectre.  In E. Rowe & D. Shernoff (Chairs) The Finnish-US Network (FUN): Studying Flow in Educational Games & Gamified Learning Environments.  Symposium at the 2014 EDMedia World Conference on Educational Media and Technology in Tampere, Finland, June 23-27.

Rowe, E., Baker, R., & Asbell-Clarke, J. (2014).  Building automated detectors of gameplay strategies to measure implicit science learning.  Poster presented at the Seventh International Conference on Educational Data Mining in London, July 4-7.

 Show 2013 and before

Asbell-Clarke, J., Rowe, E., Edwards, T., & Larsen, J. (2013). Leveling Up: Measuring Tacit Science Understanding Through Gameplay. Paper presented at the 2013 NARST Annual International Conference, Rio Grande, Puerto Rico.

Sylvan,E., Asbell-Clarke, J.,  Fraser, J., Gupta, R., and Rowe, E. (2013). It’s not who I am, it's what I do: How Youth Gamer Identity and Beliefs about Social Perception Relates to Their Science Understanding. Paper presented at DIGRA, August. Atlanta GA.

Asbell-Clarke, J., Rowe, E., & Sylvan, E. (2013). Working through Impulse: Assessment of Emergent Learning in a Physics Game. Paper presented at the Games+Learning+Society 9.0 (GLS 9.0) Conference, Madison, WI.

Bardar, E., Asbell-Clarke, J., Edwards, T., & Larsen, J. L. (2013). Impulse. Paper presented at the Games+Learning+Society 9.0 (GLS 9.0) Conference, Madison, WI.

Edwards, T., Bardar, E., Asbell-Clarke, J., & Larsen, J. L. (2013). Quantum Spectre. Paper presented at the Games+Learning+Society 9.0 (GLS 9.0) Conference, Madison, WI.

Asbell-Clarke, J., Rowe, E., & Sylvan, E. (2013, April). Assessment Design for Emergent Game-Based Learning Paper presented at the ACM SIGCHI Conference on Human Factors in Computing Systems (CHI’13). Paris, France.

Sylvan, E., Larsen, J.,  Edwards, T.,  & Asbell-Clarke, J. (2012). The Canary’s Not Dead, It’s Just Resting: The Productive Failure of a Science-Based Augmented-Reality GameProceedings of Games+Learning+Society 8.0 (GLS 8.0.) (pp. 31-37). ETC Press.

Asbell-Clarke, J. & Sylvan, E. (2012). Martian Boneyards: Can a Community of Players be a Community of Practice? Proceedings of the CHI ’12 Extended Abstracts on Human Factors in Computing Systems (pp. 409-418). ACM Press.

Asbell-Clarke, J., Edwards, T., Larsen, J., Rowe, E., Sylvan, E., & Hewitt, J. (2012). Martian Boneyards: Scientific Inquiry in an MMO GameInternational Journal of Game-Based Learning, 2(1), 52-76.

Asbell-Clarke, J., Edwards, T, Larsen, J., Rowe, E., Sylvan, E., & Hewitt, J. (2011). Collaborative Scientific Inquiry in Arcadia: An MMO gaming environment on Blue Mars. Paper presented at the American Education Research Association Annual Meeting, New Orleans, LA. Winner of  AERA  ARVEL-SIG Emergent Scholar Award.

Edwards, T., Larsen, J., & Asbell-Clarke, J. (2010). The Martian Boneyards: A Science-Based Game and Research Project in the HD MMO Blue Mars. Paper presented at the Games, Learning, and Society conference, Madison, WI.

Asbell-Clarke, J., & Edwards, T. (2009). The Blue Mars Science Center: Design Research for Virtual Scientific Collaboration. Paper presented at the Games, Learning, and Society conference, Madison, WI.

Jodi Asbell-Clarke

Director,
EdGE at TERC

Elizabeth Rowe

Director of Research,
EdGE at TERC

Rest of Team

Posters

 

      

Talks

 

Jodi Asbell-Clarke speaking at the Cyberlearning Summit in 2012 and the resulting "sketch note" by Jim Nuttle.

EdGE Sketch Note