PUBLICATIONS

In the works

PhD Practicum STUDY

Arnold, Brian. “Setting the Record Straight: Why People  Reviews.” Practicum. Michigan State University, 2017.

Book Chapter

Arnold, Brian. (2017). Sustaining Immersive Game Based Learning (GBL) Environments. In Y. Baek (Ed.), Game-Based Learning: Theory, Strategies and Performance Outcomes (pp. 123-140). Hauppauge, New York: Nova Science Publishers.


Books 

Arnold, B., & Eddy, B. (2008). Behind the Design. Clifton Park, NY: Thomson Delmar Learning.

Arnold, B., & Eddy, B. (2007). Exploring Visual Storytelling. Clifton Park, NY: Thomson Delmar Learning.

 

Journal Article

Koehler. M.J., Arnold, B., Greenhalgh, S.P., Boltz, L.O., & Burdell, G.P. (2017). A taxonomy approach to studying how gamers review games. Simulation & Gaming. doi: 10.1177/1046878117703680.

Conference Presentations, Round Tables & Proceedings

* Conference proceedings

** Round Table

**Boltz, L.O., Arnold, B., Mehta, R., (2017) “Three Simple Tricks You Didn’t Know You Needed in Order to Use Listicles in Your ClassroomPresented at the Society for Information Technology & Teacher Education International Conference Round Table 2016 . Austin, TX: Association for the Advancement of Computing in Education (AACE).

 

*Arnold, B., Koehler, M., & Greenhalgh, S. (2016). Design Principles for Creating and Maintaining Immersive Experiences in Educational Games. Proceedings of Society for Information Technology & Teacher Education International Conference 2016 (502-508). Chesapeake, VA: Association for the Advancement of Computing in Education (AACE).

 

Arnold, B. (2015). Players Features and Enjoyment: Ongoing research. Paper presented at the 2015 National University Fall Assembly. San Diego, CA.

 

Arnold, B. (2015). Immersion Disruptors: A Lens for Choosing Educational Video Games. Paper presented at the 2015 National University Fall Assembly. San Diego, CA.

 

*Mehta, R., Rosen, J., Russo,T.,…Arnold,B. (2015) A survey of social media use and the effects of a social media initiative on graduate student engagement. (pp. TBD). Indianapolis, Indiana: Association for Educational Communications and Technology (AECT).

 

 

* Reeves, J., Arnold, B. (2015, June). Applying Student Engagement Techniques to Multidisciplinary Online Engineering Laboratories. In Proceedings of American Society for Engineering Education Conference 2015 (pp. 26.229.1 – 26.229.15). Seattle, WA. American Society for Engineering Education (ASEE). doi: 10.18260/p.23568

 

 

Boltz, L. O. (2015). Players, features, and enjoyment Entertainment games as models for educational games: Entertainment games as models for educational games. In D. Slykhuis & G. Marks (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference 2015 (pp. 822–829). Chesapeake, VA: Association for the Advancement of Computing in Education (AACE).

 

*Boltz, L. O., Arnold, B. & Greenhalgh, S. (2015). Players, features, and enjoyment: Entertainment games as models for educational games. In Proceedings of Society for Information Technology & Teacher Education International Conference 2015 (pp. 822-829). Chesapeake, VA: Association for the Advancement of Computing in Education (AACE).

 

Peterson, A., Arnold, B. (2015). Social presence in synchronous hybrid settings: Being there. Presented at the 2015 annual Society for Information Technology and Teacher Education (SITE) conference. Las Vegas, NV.

 

Arnold, B. (2014). Gamification in Education. Paper presented at the 2014 annual American Society of Business and Behavioral Sciences (ASBBS) conference. Las Vegas, NV.

 

*Arnold, B. (2014). Gamification in Education. In Proceedings of American Society of Business and Behavioral Sciences Conference 2014 (pp. 32-39). San Diego, CA. American Society of Business and Behavioral Sciences (ASBBS).

 

Arnold, B. (2014). Translating Best Practices for Student Engagement to Online STEAM Courses. Paper presented at the 2014 annual American Society for Engineering Education (ASEE) conference. Long Beach, CA.

 

*Arnold, B. (2014). Translating Best Practices for Student Engagement to Online STEAM Courses. In Proceedings of American Society for Engineering Education Conference 2014 (pp. 32-43). Long Beach, CA. American Society for Engineering Education (ASEE)

 

Grant Application

Nadolny, L. (PI), Kahn, S. (Co-PI: West Chester University), Gilbert, S. (Co-PI: Iowa State University), Winer, E. (Co-PI: Iowa State University), & Woolfrey, J. (Co-PI: West Chester University) Arnold, B., (Games Consultant, National University). Assessment of ethical decision-making and STEM skills in an informal game. This project was submitted to the NSF AISL grant in November, 2015 for $2,735,036. [NSF Panel Rating: Highly Competitive]

Animation

 Arnold, B. (Writer/Producer). (2011). Invisible Hero [Video file]. Retrieved from https://vimeo.com/15170240

  • Winner of Merit in Accolade Festival
  • Winner of Best Animation in Los Angeles Cinema Festival of Hollywood
  • Hon Mention for an Animated Film at the Sweet. Film Fest Ohio
  • Winner of Audience favorite and Best Director at First Glance Film Festival Hollywood
  • Screened at Savannah International Film Festival
  • Screened at Geneva Film Festival Illinois
  • Screened IFS Independent Film Showcase Los Angeles

Film Adaptation Script

Arnold, B. (Adapter). (2008). Waltz with Bashir [Motion picture on DVD]. USA: Sony Pictures Classics. Adaptation Script for Hebrew to English Dub Track

Arnold, B. (Adapter). (2008). The Class [Motion picture on DVD]. USA: Sony Pictures Classics. Adaptation Script for French to English Dub Track