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michele dickey: research |
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Refereed Journal Articles Dickey, M.D. (in-press). World of Warcraft and the impact of game culture and play in an undergraduate game design course. Computers & Education Dickey, M.D. (in-press). The pragmatics of virtual worlds for K-12 educators: Investigating of the affordances and constraints of Active Worlds and Second Life with K-12 in-service teachers. Educational Technology Research and Development. Dickey, M.D. (in-press). Murder on Grimm Isle: The impact of game narrative design in an educational game-based learning environment. British Journal of Educational Technology. Dickey, M.D. (2010). Jiselle and the Royal Jelly: Power, Conflict, and Culture in an Interdisciplinary Game Design Course. International Journal of Art & Design Education. 29(2) 163-172. Dickey, M.D. (2008). Integrating cognitive apprenticeship methods in a Web-based educational technology course for P-12 teacher education. Computers & Education. 51(2). 506-518.(pdf) Dickey, M.D. (2007). Barriers and enablers in integrating cognitive apprenticeship methods in a Web-based educational technology course for P-12 teacher education. ALT-J Research in Learning Technology. 15 (2) 119-130.(pdf) Dickey, M.D. (2007). Game Design and learning: A conjectural
analysis of how Massvely Multiple Online Role-Playing Games (MMORPGs) Foster
Intrinsic Motivation. Educational Technology Research and
Development.55(3). 253-273. Dickey, M.D. (2006). Girl gamers: The controversy and relevance of
female-oriented design for instructional design. British Journal of
Educational Technology. 37(5). 785-793. Dickey, M.D. (2006). Game design narrative for learning:
Appropriating adventure game design narrative devices and techniques for the
design of interactive learning environments. Educational Technology
Research and Development. 54(3). 245-263. Dickey, M.D. (2005). Engaging by design: How engagement strategies in
popular computer and video games can inform instructional design.
Educational Technology Research and Development. 53(2). 67-83. Dickey, M.D. (2005). Three-dimensional virtual worlds and distance
learning: two case studies of active worlds as a medium for distance
education. British Journal of Educational Technology. 36 (3). 439-461. Dickey, M.D. (2005). Brave new (Interactive) worlds: A review of the
design
affordances and constraints of two 3D virtual worlds as interactive learning
environments. Interactive Learning Environments, 13(1-2).121-137. Dickey, M.D. (2004). An architectural perspective for the design of
educational virtual environments. The Journal of Visual Literacy .24
(1). 49-66. Dickey, M.D. (2004). The impact of Web-logs (blogs) on student
perceptions of isolation and alienation in a Web-based distance learning
environment. Open Learning: The Journal of Open and Distance Learning
19(3), 279-292. Dickey, M.D. (2003). Teaching IN 3D: Affordances and constraints of 3D
virtual worlds for synchronous distance learning. Distance Education
24(1). 105-121. Dickey, M.D. (1999). 3D Virtual Worlds and Learning: An Analysis of the Impact of Design Affordances and Limitations in Active Worlds, blaxxun interactive, and OnLive! Traveler; and A Study of the Implementation of Active Worlds for Formal and Information Education. Published Doctoral Dissertation. The Ohio State University. (Please note-- my dissertation
about Virtual Worlds and Learning pre-dates the release of Second Life)
Dickey, M.D. (in-press) Murder on Grimm Isle: The design of a game-based learning environment. In S. De Freitas & P. Maharg (Eds.) Digital Games and Learning. London, England: The Continuum International Publishing Group
Selected Presentations Dickey, M.D. (2010). K-12 Teachers Encounter Digital Games: A Qualitative Investigation of Teachers' Perceptions of Digital Games for K-12 Education. Paper presented at the annual meeting of the American Educational Research Association. Denver, CO. Dickey, M.D. (2009). Becoming Animated: Using Cartoon Animations as "low-tech" Pedagogical Agents in a Web-based Learning Environment. 2009 Learning, Libraries and Technology Conference. Columbus, OH. Dickey, M.D. (2009). The Pragmatics of Virtual Worlds for Educators: A comparison of the affordances and constraints of Active Worlds and Second Life for K-12 in-service teachers. Paper presented at the annual meeting of the American Educational Research Association. San Diego, CA. Dickey, M.D. (2009). Jiselle and the Royal Jelly: Power, Conflict, and Culture in an Interdisciplinary Undergraduate Game Design Course. Paper presented at the annual meeting of the American Educational Research Association. San Diego, CA. Dickey, M.D. (2008). F-Bombs” and “Your Mom” Jokes Permitted During Gameplay: The Impact of Game Culture and Play. Paper presented at the
annual meeting of the American Educational Research
Association. New York, NY. Dickey, M.D. (2007). The Design of a Game-based Learning Environment: Murder on Grimm Isle. Paper presented at the annual meeting of the annual meeting of the American Educational Research Association. Chicago, IL. Dickey, M.D. (2007). Murder on Grimm Isle: the Design of a Game-based Learning Environment. Presented at the annual meeting of the Ohio Digital Commons for Education. Columbus, OH. Dickey, M.D. (2006).“Ninja Looting” for Instructional Design: The
Design Challenges of Creating a Game-based Learning Environment. Paper
presented at the annual meeting of SIGGRAPH. Boston, MA. Dickey, M.D. (2005). Girl Gamers and What They Can Teach Instructional Designers about Technology and Learning. Paper presented at the annual meeting of the American Educational Research Association. Montreal, CA. Dickey, M.D. (2004). One is the Loneliest Number…The Challenges, Perils and Pitfalls of Independent Animation Production. 2004 Interactive Media Forum: Creative Space|Digital Space. Miami University, Oxford, OH. Dickey, M.D. (2004). Interactive Media and Student Perceptions of Isolation and Alienation in a Web-based Distance Learning Environment. Paper presented at the annual meeting of the American Educational Research Association. San Diego, CA. Dickey, M.D. (2003). An investigation of computer gaming strategies for Engaged Learning. Paper presented at the annual meeting of the American Educational Research Association. Chicago, IL. Dickey, M.D. (2003). 3D Virtual Worlds: An Emerging Technology for Traditional and Distance Learning. Proceedings of Ohio Learning Network, Columbus, OH, March 2003. Dickey, M.D. (2002).
Constructing Learners in 3D: An
Investigation of Design Affordances and Constraints of
Active Worlds Educational Universe. Proceedings of AECT 2002, Dallas,
TX, November 2002.
Dickey, M.D. (2007). EAP Faculty Small Research Grant. Miami University. Amount funded: $2,000. Dickey, M.D. (2004). Murder on Grimm Isle: Game Design Narrative for Instructional Design. EAP Faculty Small Research Grant. Miami University. Amount funded: $2,500. Dickey, M.D. (2005). Murder on Grimm Isle: Using Game Design for Fostering Argumentation Writing. Center for Writing Enhancement. Miami University. Amount funded: $2,000. Dickey, M.D. (2004). Integrating a Cognitive Apprenticeship Model in a Web-based Learning Environment for Educational Technology. Research Center for Educational Technology: Research Fellowship. Amount funded: $5000. Dickey, M.D. (2004). Murder on Grimm Isle: Applying Game Design Narrative for Instructional Design. EAP Faculty Small Research Grant. Miami University. Amount funded: $1,000. Dickey, M.D. (2004). Integrating Interactive Flash in a Distance Learning Environment. Eloise Martin Instructional Enrichment Fund. Amount funded: $250. Dickey, M.D. (2003). An Investigation of Computer Gaming Interactive Strategies for Learning. Proctor & Gamble Fellows in Interactive Media. Amount funded: $10,000. Dickey, M.D. (2003). Engaging by Design: Using Popular Games to Inform the Design of CLE. Learning Technologies Enrichment Program. Miami University. Amount funded: $4,000.
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