Taking educational games seriously: using the RETAIN model to design endogenous fantasy into standalone educational games GA Gunter, RF Kenny, EH Vick Educational technology research and Development 56, 511-537, 2008 | 546 | 2008 |
The role teachers' expectations and value assessments of video games play in their adopting and integrating them into their classrooms RF Kenny, R McDaniel British Journal of Educational Technology 42 (2), 197-213, 2011 | 291 | 2011 |
A case for a formal design paradigm for serious games G Gunter, RF Kenny, EH Vick The Journal of the International Digital Media and Arts Association 3 (1 …, 2006 | 266 | 2006 |
Factors affecting adoption of video games in the classroom R Kenny, G Gunter Journal of Interactive Learning Research 22 (2), 259, 2011 | 86 | 2011 |
Digital booktalk: Digital media for reluctant readers G Gunter, R Kenny Contemporary Issues in Technology and Teacher Education 8 (1), 84-99, 2008 | 78 | 2008 |
Endogenous fantasy-based serious games: Intrinsic motivation and learning RF Kenny, GA Gunter International Journal of Social Sciences 2 (1), 8-13, 2007 | 61 | 2007 |
Implementing Participatory, Constructivist Learning Experiences through Best Practices in Live Interactive Performance. RF Kenny, J Wirth Journal of Effective Teaching 9 (1), 34-47, 2009 | 33 | 2009 |
Digital narrative as a change agent to teach reading to media-centric students RF Kenny International Journal of Social Sciences 2 (3), 187-195, 2007 | 26 | 2007 |
UB the director: Utilizing digital book trailers to engage gifted and twice-exceptional students in reading GA Gunter, RF Kenny Gifted Education International 28 (2), 146-160, 2012 | 25 | 2012 |
Evaluating cognitive tempo in the digital age R Kenny Educational Technology Research and Development 57, 45-60, 2009 | 20 | 2009 |
Creativity and critique as formative processes in design thinking B Hokanson, R Kenny Journal of Formative Design in Learning 4, 2-4, 2020 | 17 | 2020 |
Evaluating the relationship between cognitive style and pre-service teachers’ preconceived notions about adopting console video games for use in future classrooms R McDaniel, R Kenny International Journal of Game-Based Learning (IJGBL) 3 (2), 55-76, 2013 | 17 | 2013 |
Teaching TV production in a digital world: Integratimg media literacy R Kenny (No Title), 2004 | 16 | 2004 |
Beyond the Gutenberg Parenthesis: Exploring new paradigms in media and learning R Kenny Journal of Media Literacy Education 3 (1), 32-47, 2011 | 13 | 2011 |
The narrative imperative: Creating a storytelling culture in the classroom GA Gunter, RF Kenny, S Junkin Educational technology and narrative: Story and instructional design, 5-19, 2018 | 12 | 2018 |
Video in the Classroom: Learning Objects or Objects of Learning?. GA Gunter, R Kenny Association for Educational Communications and Technology, 2004 | 12 | 2004 |
Introducing Journal of Formative Design in Learning R Kenny Journal of Formative Design in Learning 1 (1), 1-2, 2017 | 11 | 2017 |
Using design thinking and formative assessment to create an experience economy in online classrooms GA Gunter, RF Kenny Journal of Formative Design in Learning 5 (2), 79-88, 2021 | 10 | 2021 |
Creating research opportunities with robotics across the undergraduate STEM curricula J Zalewski, FG Gonzalez 2014 ASEE Annual Conference & Exposition, 24.333. 1-24.333. 16, 2014 | 10 | 2014 |
Teaching, Learning, and Communicating in the Digital Age. R Kenny | 10 | 2001 |