Publications: Barbara Chamberlin, NMSU Learning Games Lab
Chamberlin, B. A., Maloney, A., Gallagher, R. R., Garza, M. L. (2012). Active Video Games: Potential for Increased Activity, Suggestions for Use, and Guidelines for Implementation. In Sylvester Arnab, Ian Dunwell, Kurt Debattista (Ed.), Serious Games for Healthcare: Applications and Implications. Hershey, PA: IGI Global.
Trespalacios, J., Chamberlin, B. A. (2012). 21st Century Learning: The Role of Serious Games. In M.M. Cruz Cunha (Ed.), Handbook of Research on Serious Games as Educational, Business, and Research Tools: Development and Design. Hershey PA: IGI Global.
Chamberlin, B. A., Maloney, A. (in press). Active Video Games: Impacts and Research. Oxford Handbook of Media Psychology. New York, NY: Oxford University Press.
Chamberlin, B. A. (2005). Digital Photography for Classroom Teachers. In G. Bull and L. Bell (Ed.), Teaching with Digital Images: Acquire, Analyze, Create, Communicate. Eugene, OR: International Society for Technology in Education.
Journal Articles & Conference Proceedings
Chamberlin, B. A., Trespalacios, J., Gallagher, R. The Learning Games Design Model: Immersion, Collaboration, and Outcomes-Driven Development. International Journal of Game-Based Learning, 2(3), 87-110.
Trespalacios, J., Chamberlin, B. A. (2012). Pearl Diver: Identifying Numbers on a Number Line Video Game. Teaching Children Mathematics, 446-447.
Lieberman, D. A., Chamberlin, B. A., Medina Jr, E., Franklin, B. A., McHugh Sanner, B., Vafiadis, D. K. (2011). The Power of Play: Innovations in Getting Active Summit 2011: a Science Panel Proceedings Report from the American Heart Association.
Trespalacios, J., Chamberlin, B. A. (2011). Collaboration, Engagement & Fun: How Youth Preferences in Video Gaming Can Inform 21st Century Education.
Hofer, M., Chamberlin, B. A., Scot, T. (2004). Fulfilling the Need for a Technology Integration Specialist.
Chamberlin, B. A. (2004). Key Concepts for Digital Photography. Learning and Leading with Technology, 31(8), 38-40, 42-43.
Chamberlin, B. A., Scot, T. (2003). Avoiding the PowerPoint Penalty: Guidelines for Meaningful use in Pre-Service Education. Albuquerque, NM: Society for Information Technology and Pre-Service Education.
Chamberlin, B., & Scot, T. P. (2002). Creating sustainable technology integration: One one-hour workshop at a time. Journal of Computing in Teacher Education, 19(1), 23-28. Reprinted from Journal of Computing in Teahcer Education (JCTE), vol.19 no.1, pp. 23-28, copyright 2002, ISTE (International Society for Technology in Education), 800.336.5191 (U.S. & Canada) or 541.302.3777 (Int'l), firstname.lastname@example.org
Chamberlin, B. (2001, March). Instructional Strategies for Adobe Photoshop: Developing Teacher Training that Works. Paper presented at the Society for Information Technology & Teacher Education, Orlando, FL.
Three Ways to Improve User Testing with KidsGuest post on the website "Kidscreen."
Interview: "Games That Teach"Kidscreen.com interview of Barbara Chamberlin (Learning Games Lab), Peter Stidwill (Learning Games Network) and Allisyn Levy (BrainPop/GameUp)
Article on Financial Literacy EducationQuoted about using game-based learning to develop financial literacy
Creating Entertaining Games with Educational Content: Case studies of user experiences with the children's website, The Food Detectives Fight BAC!®. Dissertation, University of Virginia, Charlottesville, VA.