Publications

(2021). Review of podOmatic. JALT CALL.

(2021). Author’s final pre-print version of Outcomes from a self-generated utility value intervention on fifth and sixth-grade students’ value and interest in science. International Journal of Educational Research.

(2021). International Review of Research in Open and Distributed Learning. International Review of Research in Open and Distributed Learning.

(2021). Identifying multiple learning spaces within a single teacher-focused Twitter hashtag.

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(2021). The Zon project: Creating a virtual environment for learning Chinese language and culture. E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education.

(2021). Coding pre-service teacher lesson plans for TPACK. Society for Information Technology & Teacher Education International Conference.

(2021). Understanding player activity in a game-based virtual learning environment: A case for data-driven instructional design. E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education.

(2021). Using games in classroom: All tutors and no stories make a virtual world a dull game. Society for Information Technology & Teacher Education International Conference.

(2021). Refining TPACK rubric through online lesson plans. Society for Information Technology & Teacher Education International Conference.

(2021). Teaching Problem Solving through Game Design: Reflections on Game Design and Learning Summer Camp. Society for Information Technology & Teacher Education International Conference.

(2021). New Media Literacy Skills of Middle School Students in Turkey: Students Are Ready, Are the Schools?. Society for Information Technology & Teacher Education International Conference.

(2021). Using MMORPGs in classrooms: Stories vs. teachers as sources of motivation. Cases on digital game-based learning: Methods, models, and strategies.

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(2021). Instructional leadership in Turkish primary schools: An analysis of teachers’ perceptions and current policy. Educational Management Administration & Leadership.

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(2021). The technological pedagogical content knowledge framework for teachers and teacher educators. ICT integrated teacher education: A resource book.

(2021). GameYbased practice versus traditional practice in computerYbased writing strategy training: Effects on motivation and achievement. Educational Technology, Research and Development.

(2021). Cognitive outcomes from the Game-Design and Learning (GDL) after-school program. Computers & Education.

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(2021). Teaching problem solving through making games: Design and implementation of an innovative and technology-rich intervention. Society for Information Technology & Teacher Education International Conference.

(2021). “I see smart people!”: Using Facebook to supplement cognitive and affective learning in the university mass lecture. The internet and higher education.

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(2021). Learning problem-solving through making games at the game design and learning summer program. Educational Technology Research and Development.

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(2021). Policy, practice, and reality: exploring a nation-wide technology implementation in Turkish schools. Technology, Pedagogy and Education.

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(2021). Finding the connection between Game-Design and Problem-Solving: Game-Design and Learning Programs. Fourth Annual Scholarship of STEM Teaching and Learning Conference.

(2021). A comparative longitudinal case study of the use of scientific modeling in the pedagogical practice of two fifth-grade science teachers. National Association for Research on Science Teaching.

(2021). Pedagogy 2.0: The Evolving Discourse over Social Media in Education. Eastern Communication Association, Instructional Communication Division.

(2021). Teaching Problem-Solving Skills Through Game-Design: Game-Design and Learning Courses. National Youth-At-Risk Conference.

(2021). Makerspaces in higher education: Design, development, implementation, and research for teacher education and beyond. Association for Educational Communications & Technology.

(2021). Examining the Substitution Augmentation Modification Redefinition (SAMR) Model for instructional design and technology integration. Association for Educational Communications & Technology.

(2021). Tweeting USA: An examination of state educational Twitter hashtags (SETHs). Association for Educational Communications & Technology.

(2021). The Substitution-Augmentation-Modification-Redefinition (SAMR) framework for technology integration: Challenges to its use for guiding K-12 teachers’ pedagogy and practice. American Educational Research Association (AERA) Annual Meeting.

(2021). The Innovation Studio: A MakerSpace for higher education. Design, Development, and Research Conference.

(2021). Impact of group size on social presence in asynchronous learning environments. Association for Educational Communications & Technology.

(2021). Best Practices for Designing Synchronous and Asynchronous Online Teaching for Adult Learners. Society of Information Technology and Teacher Education Annual Meeting.

(2021). Connecting game and instructional design through development. EdMedia+ Innovate Learning.

(2021). Teaching to teach (with) game design: Game design and learning workshops for preservice teachers. Contemporary Issues in Technology and Teacher Education.

(2021). Teaching Complex Problem Solving Through Digital Game Design. Handbook of research on serious games for educational applications.

(2021). An investigation of state educational Twitter hashtags (SETHs) as affinity spaces. E-learning and Digital Media.

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(2021). Supporting Metacognitive Awareness and Strategy Use Through Digital Photography in a Rural Title I School. National Youth-At-Risk Journal.

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(2021). State Educational Twitter Hashtags: An Introduction and Research Agenda. Society for Information Technology & Teacher Education International Conference.

(2021). Increasing social presence in online learning through small group discussions. The international review of research in open and distributed learning.

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(2021). Using instructor-led Facebook groups to enhance students’ perceptions of course content. Computers in Human Behavior.

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(2021). Sociability of Online Learning Environments: Examining Discussion Group Sizes and Social Network Sites. Learning, Design, and Technology.

(2021). A tale of two Twitters: Synchronous and asynchronous use of the same hashtag. Society for Information Technology & Teacher Education International Conference.

(2021). Development of an instrument to measure Faculty’s information and communication technology access (FICTA). Education and information technologies.

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(2021). Outcomes from a self-generated utility value intervention on fifth and sixth-grade students’ value and interest in science. International Journal of Educational Research.

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(2021). Integrating Lego Robotics Into a 5th Grade Cross Curricular Unit to Promote the Development of Narrative Writing Skills. Proceedings of the Interdisciplinary STEM Teaching and Learning Conference.

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(2021). Guest Editors' Introduction: Tinkering in Technology-Rich Design Contexts. Interdisciplinary Journal of Problem-Based Learning.

(2021). The role of relevance in future teachers’ utility value and interest toward technology. Educational Technology Research and Development.

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(2021). Contextual factors influencing access to teaching computational thinking. Computers in the Schools.

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(2021). Using Facebook groups to support social presence in online learning. Distance Education.

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(2021). Computational what? Relating computational thinking to teaching. TechTrends.

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(2021). Teaching systems thinking through game design. Educational Technology Research and Development.

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(2021). Identifying multiple learning spaces within a single teacher-focused Twitter hashtag.

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(2021). Digital divide among higher education faculty. International Journal of Educational Technology in Higher Education.

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(2021). Understanding children’s problem-solving strategies in solving game-based logic problems. IJETS.

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(2021). An Exploration of Factors Impacting Middle School Students’ Attitudes Toward Computer Programming. Computers in the Schools.

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