Books & Journal Articles
Four books and dozens of peer-reviewed articles spanning serious educational games, immersive learning environments, and STEM pedagogy.
Authored & Edited Volumes

From Theory to Practice
The foundational volume that coined the term 'Serious Educational Games' — exploring how purposefully designed video games can serve as powerful tools for science and mathematics learning in K–12 classrooms.
Sense Publishers · 2008

Practical Methods and Models for Educational Games, Simulations and Virtual Worlds
A practical guide to assessing learning within game-based and immersive environments, providing frameworks and methods for educators and researchers where traditional testing falls short.
Sense Publishers · 2010

Distance Education in the 21st Century Through 3D Virtual Learning Environments
Examines the design and implementation of synchronous 3D virtual learning environments for distance education, drawing on years of research and development at North Carolina State University.
Springer · 2012

Building Bridges
Explores the intersection of science and engineering education, offering frameworks for integrating disciplinary practices in ways that are meaningful, equitable, and aligned with national standards.
Springer · 2014
Peer-Reviewed Scholarship
2008
Video Games in Education: Why They Should Be Used and How They Are Being Used
Annetta, L.A.
Theory Into Practice, 47(3), pp. 229–239
2009
Investigating the Impact of Video Games on High School Students' Engagement and Learning about Genetics
Annetta, L.A., Minogue, J., Holmes, S.Y., & Cheng, M.
Computers & Education, 53(1), pp. 74–85
2010
Assessing Twenty-First Century Skills Through a Teacher Created Video Game for High School Biology Students
Annetta, L.A., Cheng, M., & Holmes, S.
Research in Science & Technological Education, 28(2), pp. 101–114
2012
Assessing Serious Educational Games: The Development of a Scoring Rubric
Annetta, L.A., Lamb, R., & Stone, M.
Journal of Educational Computing Research, 46(2), pp. 209–231
2013
Science Teacher Efficacy and Extrinsic Factors Toward Professional Development Using Video Games in a Design-Based Research Model
Annetta, L.A., Frazier, W., Folta, E., Holmes, S., Lamb, R., & Cheng, M.
Journal of Science Education and Technology, 22(1), pp. 47–61
2018
A Meta-Analysis with Examination of Moderators of Student Cognition, Affect, and Learning Outcomes While Using Serious Educational Games, Serious Games, and Simulations
Lamb, R., Annetta, L., Firestone, J., & Etopio, E.
Computers in Human Behavior, 80, pp. 158–167
2019
Measuring the Relationship Between Presence and Learning in Immersive Virtual Reality
Annetta, L.A., Lamb, R., Vallett, D., & Bowling, B.
Journal of Research in Science Teaching, 56(4), pp. 480–503
2023
Extended Reality in Science Education: A Socio-Scientific Issues Framework for Barrier Island Coastal Resiliency
Annetta, L.A. et al.
Eurasia Journal of Mathematics, Science and Technology Education, 19(3), pp. em2244
For the complete list of publications, presentations, and grants:
Full Curriculum Vitae (PDF)Funded projects, methodology, and areas of inquiry.