Books & Journal Articles

Publications

Four books and dozens of peer-reviewed articles spanning serious educational games, immersive learning environments, and STEM pedagogy.

Authored & Edited Volumes

Books

Serious Educational Games
Coined the term 'Serious Educational Games'

Serious Educational Games

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

Serious Educational Game Assessment

Serious Educational Game Assessment

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

V-Learning

V-Learning

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

Connecting Science and Engineering Education Practices in Meaningful Ways

Connecting Science and Engineering Education Practices in Meaningful Ways

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

Selected Articles

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)

Explore the Research

Funded projects, methodology, and areas of inquiry.

Research