Select Publications

Shute, V. J., Sun, C., & Asbell-Clarke, J. (2017). Demystifying computational thinking. Educational Research Review, 22, 142-158.

Rowe, E., Asbell-Clarke, J., Cunningham, K. & Gasca, S. (2017, October). Assessing implicit computational thinking in Zoombinis gameplay: Pizza Pass, Fleens, and Bubblewonder Abyss. Work-in-progress presented at the ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, Amsterdam.

Rowe, E., Asbell-Clarke, J., Gasca, S., & Baker, R. (2017, October). Computational thinking in Zoombinis gameplay. Spotlight session at the 8th Digital Media & Learning Conference in Irvine, CA.

Rowe, E., Asbell-Clarke, J., Gasca, S., & Cunningham, K. (2017, August). Assessing implicit computational thinking in Zoombinis gameplay. Poster presented at the International Conference on the Foundations of Digital Games in Hyannis, MA.

Rowe, E., Asbell-Clarke, J., Gasca, S., & Baker, R. (2017, April). Computational Thinking in Zoombinis Gameplay. Poster presented at the Cyberlearning Conference in Arlington, VA.

Larsen, J.L., Asbell-Clarke, J., MacEachern, B., and Rowe, E. (in press). STEMlandia: Using Mobile Technology to Get ‘Em Outside. To appear in Herro, D., Arafeh, S., Ling, R., and Holden C. (Eds.), Mobile Learning: Perspectives on Practice and Policy. Charlotte, NC: Information Age Publishing.

Rowe, E., Asbell-Clarke, J., Baker, R., Eagle, M., Hicks, A., Barnes, T., Brown, R., & Edwards, T. (2017). Assessing implicit science learning in digital games. Computers in Human Behavior. DOI: 10.1016/j.chb.2017.03.043Supplementary materials.

 Show 2016

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 and before

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 TEDxBeaconStreet in November 2017.

Work made possible by funding from the National Science Foundation.

  • Work made possible by funding from the National Science Foundation.

Jodi Asbell-Clarke was the invited keynote speaker at the EHR Core Research (ECR) project investigator meeting in Arlington, VA in September 2017. 

 

Jodi Asbell-Clarke participating in The Center for Innovative Research in Cyberlearning's webinar in October 2017. The webinar is archived here. You can find Jodi's portion at 07:50. Note: Requires AdobeConnect application.

 

 

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

EdGE Sketch Note


Jamie Larsen and Teon Edwards speaking at AR in Action Conference in January 2018 and the resulting "sketch note."