Book Chapters

Chamberlin, B., Trespalacios, J. H. Muise, A. S., & Garza, M. C. (2016). User Testing in the Learning Games Lab: Getting Valuable Feedback through Frequent Formative Evaluation. In M. A. Garcia-Ruiz (Ed.) Games User Research: A Case Study Approach (pp.55-75). Boca Raton, FL: A K Peters/CRC Press DOI: 10.1201/b21564-4

Chamberlin, B. A., Trespalacios, J., & Gallagher, R. (2014). Bridging Research and Game Development: A Learning Games Design Model for Multi-Game Projects. In Mehdi Khosrow-Pour (Ed.), Educational Technology Use and Design for Improved Learning Opportunities (pp. 151-171). Hershey, PA: IGI Global.

Chamberlin, B. A. & Maloney, A. (2013). Active Video Games: Impacts and Research. In Karen E. Dill (Ed.), Oxford Handbook of Media Psychology (pp. 316-333). New York, NY: Oxford University Press.

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. (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

Wiburg, K., Chamberlin, B., Valdez, A., Trujillo, K., & Stanford, T. (2016). Impact of Math Snacks Games on Students' Conceptual Understanding, Journal of Computers in Mathematics and Science Teaching. 35(2), 173-193. Chesapeake, VA: Association for the Advancement of Computing in Education (AACE).

Trujillo, K., Chamberlin, B., Wiburg, K., & Armstrong, A. (2016). Measurement in Learning Games Evolution: Review of Methodologies Used in Determining Effectiveness of Math Snacks Games and Animations. Technology, Knowledge and Learning, 1-20.

Baranowski, T., Belchior, P., Chamberlin, B. A., & Mellecker, R. (2014). Levels in Games for Health - Roundtable Discussion. Games for Health Journal, 3(2), 60-63. doi:10.1089/g4h.2014.0019.

Quick, V., Heller, R., Corda, K. W., Martin-Biggers, J., Shaffner, D., Gleason, J. B., Chamberlin, B. A., & Byrd-Bredbenner, C. (2013). Don't Be Gross! Development of Food Safety 'Video Snacks' Viral Marketing Campaign for Middle School Youth. Journal of the Academy of Nutrition and Dietetics, 113(A-56).

Quick, V., Corda, K. W., Chamberlin, B. A., Schaffner, D. W., & Byrd-Bredbenner, C. (2013). Ninja Kitchen to the Rescue: Evaluation of a Food Safety Education Game for Middle School Youth. British Food Journal, 115(5), 686-699.

Chamberlin, B. A., Trespalacios, J., & Gallagher, R. (2012). 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.

Trespalacios, J., & Chamberlin, B. A. (2011). Collaboration, Engagement & Fun: How Youth Preferences in Video Gaming Can Inform 21st Century Education. TechTrends: Linking Research and Practice to Improve Learning, v55 n6 p49-54

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., & 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.

Conference Proceedings

Chamberlin, B. A., Gleason, J. B., Garza, M. (2013). Exergames Unlocked: Preventing Obesity for At-risk Audiences through Exergames. Journal of Nutrition Education and Behavior (ed., vol. 45, pp. S79). SNEB 2013 Annual Conference Proceedings.

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.

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. (2001, March). Instructional Strategies for Adobe Photoshop: Developing Teacher Training that Works. Paper presented at the Society for Information Technology & Teacher Education, Orlando, FL.


  • Interview: "Games That Teach" interview of Barbara Chamberlin (Learning Games Lab), Peter Stidwill (Learning Games Network) and Allisyn Levy (BrainPop/GameUp)


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.