Presented By CyGames
Selene: a lunar construction game

Research & Dissemination


Presentations are entered at the time of acceptance. Some events listed below may not yet have occurred.




Bendito, P., & Reese, D. D. (2004). Meaning in motion: Conceptual metaphor as a motion graphic design communications tool. In R. E. Griffin, J. Lee, & S. Chandler (Eds.), Changing tides: Selected readings of the International Visual Literacy Association (pp. 63-68). Newport, RI: International Visual Literacy Association.


Campbell, D. (2007). Game Developer Conference (GDC) coverage: A podcast interview with Dr. Debbie Denise Reese about video games as a learning tool: KidConfidence. Retrieved April 6, 2008, from http://kidconfidence.com/blogs/2007/03/06/game-developer-conference-gdc-coverage-a-podcast-interview-with-dr-debbie-denise-reese-about-video-games-as-a-learning-tool/


Carroll, J. M., & Reese, D. D. (2003). Community collective efficacy: Structure and consequences of perceived capacities in the Blacksburg Electronic Village, Proceedings of the HICSS-36: Hawaii International Conference on System Sciences (CD/ROM). Hawaii: IEEE Computer Society (publication in IEEE Digital Library). (Nominated for best paper).


Carter, B., Wilbanks, L., & Reese, D. D. (2009). Enhancing science education through instructional games that prepare students for knowledge acquisition. In I. W. Gibson, R. Weber, K. McFerrin, R. Carlsen, & D. A. Willis (Eds.), Proceedings of Society for Information Technology and Teacher Education International Conference 2009 (pp. 1410-1417). AACE: Chesapeake, VA.


Diehl, V. (2010, October 8). Using GaMEs to prepare students to learn "impossible" science concepts. Presented as part of the Psychology Colloquium Series, Western Illinois University, Macomb.


Diehl, V. & Reese, D. D. (2010). Elaborated metaphors support viable inferences about difficult science concepts. Educational Psychology, 06 September(iFirst), 1-21. doi: 10.1080/01443410.2010.504996.


Diehl, V. A., & Reese, D. D. (2009, October 23). Preparing students to learn intractable science concepts with game-based metaphor enhanced instructional design. Paper presented at the 4th Annual Faculty Research Symposium, Western Illinois University, Macomb, IL. (“Best in Traditional Research” Track Award.)


Diehl, V. A., Sage, A. S., & Cook, A. E. (2010, May). Collaborative computing and gameplay affect flow dimensions and learning with instructional games. Poster presented at the annual meeting of the Association for Psychological Science, Boston.


Diehl, V., Vaught, A. L., Bleuer, J., & Reese, D. D. (2008, May). Elaboration leads to more effective metaphor use in chemistry learning. Poster presented at the annual meeting of the Association for Psychological Science.


Kavanaugh, A., Reese, D. D., Carroll, J. M., & Rosson, M. B. (2003). Weak ties in networked communities. In M. Huysman, E. Wenger, & V. Wulf (Eds.), Communities and Technologies (pp. 265-286). Amsterdam, The Netherlands: Kluwer Academic Publishers.


Kavanaugh, A., Reese, D. D., & Pérez-Quiñones, M. (2007, September). Mobile telephony infrastructure and devices: Affordable access and informal learning for low literacy groups. In C. D. Garmany, M. G. Gibbs, & J. W. Moody (Eds.), Proceedings of the 35th Telecommunications Policy Research Conference. Arlington, VA.


Langhoff, S., Cowan-Sharp, J., Dodson, E., Damer, B., Ketner, B., & Reese, D. D. (2009). Workshop report: Virtual worlds and immersive environments. Moffett Field, CA: NASA Ames Research Center.


Loh, C. S., Reese, D. D., & Warren, S. (2008, November). Instructional design, evaluation, and assessment standards in serious games. Symposium conducted at the 2008 International Conference of the Association for Educational Communications and Technology, Orlando, FL.


Reese, D. D. (1998). Interdisciplinary, cognitive, and affective connections through visual tools applied to interactive multimedia. Unpublished master's thesis, Western Illinois University, Macomb.


Reese, D. D. (2000, February). Learning environments which effect higher-order processing. Paper presented at the annual meeting of the Eastern Educational Research Association, Clearwater, FL.


Reese, D. D. (2003, April). Mapping structure: Testing the relational assumption in metaphor-based, computer-mediated instruction. Paper presented at the annual meeting of the American Educational Research Association, Chicago.


Reese, D. D. (2003). Metaphor and content: An embodied paradigm for learning. Unpublished doctoral dissertation, Virginia Polytechnic Institute and State University.


Reese, D. D. (October, 2003). PFNET translations: A tool for concept map quantification. In M. Simonson (Ed.), Proceedings of selected research and development papers presented at the National Convention of the Association for Educational Communication.


Reese, D. D. (2003). Trees of knowledge: Changing mental models through metaphorical episodes and concept maps. In R. E. Griffin, V. S. Williams, & J. Lee (Eds.), Turning trees: Selected readings (pp. 205-214). International Visual Literacy Association.


Reese, D. D. (2004, April). Assessment and concept map structure: The interaction between subscores and well-formed mental models. Paper presented at the annual meeting of the American Educational Research Association, San Diego.


Reese, D. D. (2005, October). The analogical designs model. Paper presented at the annual meeting of the Association for Educational Communications and Technology, Orlando, FL.


Reese, D. D. (2005, July). Developing sound metaphors for science education. Poster presented at the Gordon Research Conference: Visualization in Science Education, Oxford, England.


Reese, D. D. (2005, October). Engineering instructional metaphors: A task of graphic isomorphism. Paper presented at the annual meeting of the International Visual Literacy Association, Orlando, FL.


Reese, D. D. (2005, December). Needs assessment phase II: NASA expert panel report (responses and recommendations) (report No. NA/R2/Dec-2005). Wheeling, WV: Center for Educational Technologies, Wheeling Jesuit University.


Reese, D. D. (2006, September). Foundations of serious games design and assessment (No. COTF/LVP/Sep-2006). Wheeling, WV: Center for Educational Technologies, Wheeling Jesuit University.


Reese, D. D. (2006). Inspiration Brief 3: Enhancing perceived challenge/skill and achievement (DiSC 2005) (No. COTF/B3/Mar-2006). Wheeling, WV: Center for Educational Technologies, Wheeling Jesuit University.


Reese, D. D. (2007, March). Designing Selene: Theory-based game design and data-mining. Presentation at the Serious Games Summit, San Francisco. Retrieved from https://store.cmpgame.com/product.php?cat=19&id=2022.


Reese, D. D. (2007, April). Designing the metaphor-enhanced virtual world: Games as Preparation for future learning. Paper presented at the annual conference of the American Educational Research Association, Chicago.


Reese, D. D. (2007, October). Finding flow with game-based reflective tools: Instructional game design for adaptive expertise. Paper presented at the 2007 International Conference of the Association for Educational Communications and Technology, Anaheim, CA.


Reese, D. D. (2007). First steps and beyond: Serious games as preparation for future learning. Journal of Educational Media and Hypermedia, 16(3), 283-300.


Reese, D. D. (2007, June 13). Games as preparation for future learning. NASA Langley Explorer Schools Technology Immersion Workshop.


Reese, D. D. (2007, April). Increasing flow during middle school science with the e-Mission live simulation and the DiSC argumentation tool. Roundtable presented at the annual meeting of the American Educational Research Association, Chicago.


Reese, D. D. (2007, April). Selene. Session presented at the Game-based Learning Workshop: Technology-Based Tools for Teaching and Learning in the 21st Century, Suffolk, VA.


Reese, D. D. (2007, October). Selenology exploration–ludic environments–networked education (SELENE). Paper presented at the 2007 International Conference of the Association for Educational Communications and Technology Design and Development Showcase, Anaheim, CA.


Reese, D. D. (2008, September). [Fill in the blank]: The greatest shows on Earth. Plenary talk presented at the 1st International Meeting on Evaluation for Mid-Higher Level Education and College Level Education. Veracruz, Mexico.


Reese, D. D. (2008, July 10). CyGaMEs for learning and assessing conceptual knowledge: The how-to primer. Workshop presented at the Games+Learning+Society 4.0 conference, Madison, WI.


Reese, D. D. (2008). Engineering instructional metaphors within virtual environments to enhance visualization. In J. K. Gilbert, M. Nakhleh, & M. Reiner (Eds.), Visualization: Theory and practice in science education (pp. 133-153). New York: Springer.


Reese, D. D. (2008, November). Flowometer: Embedded measurement of learners’ flow perceptions within game-based instructional environments. Paper presented at the 2008 International Conference of the Association for Educational Communications and Technology, Orlando, FL.


Reese, D. D. (2008). GaME design for intuitive concept knowledge. In R. E. Ferdig (Ed.), Handbook of research on effective electronic gaming in education (Vol. 3, pp. 1104-1126). Hershey, PA: Idea Group.


Reese, D. D. (2008). Off-loading to virtual worlds. NASA Ames Wiki.


Reese, D. D. (2009, August). CyGaMEs: Effective game design for successful learning and assessment. Paper presented at the Interactive Technologies 2009 Washington SALT® Conference.


Reese, D. D. (2009, October). Replication supports flowometer: Advancing cyberlearning through game-based assessment technologies. Paper presented at the Association for Educational Communications and Technology International Convention Louisville, KY.


Reese, D. D. (2009, June). Selene. Workshop presented at the NASA Aerospace Education Services Project Annual Sandbox Goddard Space Flight Center, Greenbelt, MD.


Reese, D. D. (2009, February 10). Selene: A Lunar Construction GaME (invited talk). Talk presented at the IBM Serious Games Day, Raleigh, NC.


Reese, D. D. (2009). Structure mapping theory as a formalism for instructional game design and assessment. In D. Gentner, K. Holyoak, & B. Kokinov (Eds.), New frontiers in analogy research: Proceedings of the 2nd International Conference on Analogy (Analogy '09) (pp. 394-403). Sofia, Bulgaria: New Bulgarian University Press.


Reese, D. D. (2010). Introducing flowometer: A CyGaMEs assessment suite tool. In R. V. Eck (Ed.), Gaming & cognition: Theories and perspectives from the learning sciences (pp. 227-254). Hershey, PA: IGI Global.


Reese, D. D. (2010). Learning new things through gaming: One company's journey toward CyGaMEs expertise. Worked example presented at Games, Learning, and Society 2010, Madison, WI.


Reese, D. D. (in press). An instructional design approach to effective instructional game design and assessment. In M. Orey, S. A. Jones, & R. M. Branch (Eds.), 2011 Educational media and technology yearbook (Vol. 36). New York: Springer.


Reese, D. D. (in press). CyGaMEs: A full-service instructional design model harnessing game-based technologies for learning and assessment. In L. Moller & J. B. Huett (Eds.), The evolution from distance education to distributed learning. New York: Springer.


Reese, D. D., & Bendito, P. (2003). Enhancing e-solution animations through conceptual metaphor. Journal of Visual Literacy, 23(2), 163-176.


Reese, D. D., & Burton, J. K. (2002). [Review of the book The child and the machine: How computers put our children's education at risk] [electronic version]. Teachers College Record, 104(1).


Reese, D. D., & Coffield, J. (2005). Just-in-time conceptual scaffolding: Engineering sound instructional metaphors. International Journal of Technology, Knowledge, and Society, 1(4), 183-198.


Reese, D. D., & Cummings, M. (2005). Introductory LEGO MINDSTORMS/ROBOLAB self-efficacy scale. Wheeling, WV: Center for Educational Technologies, Wheeling Jesuit University.


Reese, D. D., Diehl, V. A., & Lurquin, J. L. (2009, May). Metaphor enhanced instructional video game causes conceptual gains in lunar science knowledge. Poster presented at the annual meeting of the Association for Psychological Science, San Francisco.


Reese, D. D., & Hergert, T. R. (2004). Informal dissemination of visual representations: A function of nexus characteristics. In R. E. Griffin, J. Lee, & S. Chandler (Eds.), Changing tides: Selected readings of the International Visual Literacy Association (pp. 243-252). Newport, RI.


Reese, D. D., & Hitt, B. A. (2009, June). Selene knowledge discovery: The interface effect. Poster presented at the Games+Learning+Society 5.0 conference, Madison, WI.


Reese, D. D., Kim, B., Palak, D., Smith, J., & Howard, B. (2005). Inspiration brief 1: Defining inspiration, the inspiration challenge, and the informal event (concept paper) (No. COTF/IB1/6-2005). Wheeling, WV: Center for Educational Technologies, Wheeling Jesuit University.


Reese, D. D., & McFarland, L. (2006). Inspiration brief 2: The DiSC and RoboKids tools and labs (design and testing) (No. COTF/B2/Jan-2006). Wheeling, WV: Center for Educational Technologies, Wheeling Jesuit University.


Reese, D. D., & Tabachnick, B. G. (2010). The moment of learning: Quantitative analysis of exemplar gameplay supports CyGaMEs approach to embedded assessment [structured abstract]. Paper presented at the annual meeting of the Society for Research on Educational Effectiveness. Retrieved from http://www.sree.org/conferences/2010/program/abstracts/191.pdf


Reese, D. D., Wood, C. A., Carter, B., & McFarland, L. (2009, February). Selene: Research, design, evaluation. Invited talk presented at the Entertainment Technology Center Seminar, Carnegie Mellon University, Pittsburgh.


Reese, D. D., Wood, C. A., Hitt, B., Harrison, A., McFarland, L., Seward, R. J., & Hernandez-Gantes, V. (2010, July). CyGaMEs Selene: A Lunar Construction GaME. Finalist showcase presented at the SIGGRAPH 2010 Disney Research Learning Challenge, Los Angeles.


Reese, D. D., & Wood, C. A. (2010, March). Learning lunar science through the Selene videogame. Poster presented at the 41th Lunar and Planetary Science Conference, The Woodlands, TX. Retrieved from http://www.lpi.usra.edu/meetings/lpsc2010/pdf/2260.pdf


Wood, C. A., & Reese, D. D. (2008). Selene: A videogame for learning about the Moon. In C. D. Garmany, M. G. Gibbs, & J. W. Moody (Eds.), EPO and a changing world: Creating linkages and expanding partnerships: The 119th annual ASP meeting, 389, 109-110.


Diehl, V. (in press). Flow measures are related to progress toward the instructional game goal. Poster session to be presented at the annual meeting of the Association for Psychological Science, Washington, DC.




 
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