Brian J. Arnold

Brian J. Arnold
National University (California) | NU · Department of Teacher Education

PhD Educational Technology and Educational Psychology

About

16
Publications
35,456
Reads
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65
Citations
Citations since 2016
9 Research Items
61 Citations
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2016201720182019202020212022024681012
Additional affiliations
July 2019 - June 2024
National University (California)
Position
  • Managing Director
Description
  • MSEIT Program Director, MS Educational and Instructional Technology GoReact Training Director, Teacher Credential Video Mentoring Platform COT Lead Faculty, Certificate of Online Teaching
January 2016 - June 2019
National University (California)
Position
  • Managing Director
Description
  • Developed, rolled out and sunsetted BA Film Arts degree, focus on short content.
January 2012 - January 2016
National University (California)
Position
  • Research Assistant
Education
June 2014 - May 2021
Michigan State University
Field of study
  • Educational Psychology and Educational Technology
June 1994 - May 1996

Publications

Publications (16)
Thesis
Full-text available
Asynchronous Online Discussions (AODs) are often used to encourage online learner participation as they are believed to approximate the verbal interactions of face-to-face (F2F) learning environments while facilitating learners' metacognitive and critical thinking skills (Deng and Tavares, 2013). Despite mixed and somewhat context dependent researc...
Book
Full-text available
This highly detailed resource is intended to be your constant companion as you work your way towards your teaching credential, begin formal classroom instruction and beyond. This online resource is designed to help learners navigate the CalTPA process while simultaneously supporting new teachers as they master the complex and nuanced tradecraft of...
Conference Paper
Full-text available
When considering a construct as complex as learning, it is somewhat myopic to imagine that one perspective, rule, practice, or philosophy will be effective for all learners in all environments. Add in the complexity of online learning and nearly any sweeping statement about what always works or is always better tends to fall apart under any amount...
Presentation
Full-text available
This presentation examines the results of a video mentoring field test. Insights suggest that third-point data offers objective, formative assessment conversations that positively affects expert and novice teacher self-efficacy.
Conference Paper
Full-text available
Slower-paced narrative, puzzle, and mystery-based games have long held a place in the videogame medium; but in recent years, a subset of these games (sometimes called walking simulators) has received increased attention. However, little of this discussion has addressed the potential these games may hold for learning. In this paper, we analyze a sam...
Research
Full-text available
This study used an emergent, exploratory, qualitative approach to address the research question, “Why do people to post reviews?” in order to identify the reasons for posting unpaid reviewers of products to Amazon.com. This interview-based study applied the Uses and Gratifications Theory (UGT) framework and found that reviewers have a strong affini...
Chapter
Full-text available
Teaching in Game Based Learning (GBL) environments offers the affordances and constraints of both pedagogy and entertainment, more specifically the Learner and the Player are as one. Therefore, to maximize potential learning in GBL environments, instructional designers are served by following many of the primary rules of good storytelling; namely t...
Article
Background. Player-generated reviews of video games represent a large, rich, and under-explored source of data for exploring what makes for an effective game. Aim. We explore whether existing theory, in the form of a comprehensive gaming taxonomy, suitably captures the issues that players raise when they review games. Method. User-submitted game re...
Conference Paper
Full-text available
To maximize the learning possible from educational games, designers need to find better ways interest, engage, and immerse players. In this paper, we draw upon our experience and upon the rich traditions and research from film, storytelling and media to better understand how games can also be designed to create and maintain immersive experiences. W...
Conference Paper
Full-text available
This study examines reviews of some of the highest and lowest ranked video games on VideoGameGeek.com in order to determine what features video game players see as contributing to or detracting from enjoyment in games as well as how these features align with an established taxonomy of game features. Results suggest that players perceive features li...
Conference Paper
Full-text available
As engineering departments continue to expand their online course offerings, they face the challenge of translating onsite best practices into online environments in order to maintain student engagement and enhance student persistence. In this paper we will describe how we implemented and assessed face-to-face classroom techniques related to group...
Conference Paper
Full-text available
This paper is a report of a study that examines learners differentiated perceptions of social presence and interaction in synchronous hybrid courses. Building on social presence theory, this study used an exploratory design to identify face-to-face and online students perceptions of connection to each other and the factors that influence their inte...
Conference Paper
Full-text available
At heart, gamification is a powerful tool for catalyzing attention, focus and investment. What parent ever resisted gamifying the process of getting a group of kids to the car by announcing that it was a race? Gamification transfers the mode, value and incentive of game play to a separate experience like buying groceries, visiting web sites, or eve...
Book
Full-text available
Film, video games, television ads, corporate presentations-whatever medium you're working in, a visual story is the most compelling way to provide your audience with information and, more important, with an emotional experience. Exploring Visual Storytelling analyzes the essential techniques of creating compelling visual stories. Based on the pione...

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Projects

Projects (3)
Project
Early days on dissertation proposal. Goal, measure/ quantify/ legitimize/track/engage lurker-phase participation and learning.
Archived project
Simulation & Gaming Journal Article Accepted | In Press Collaborated with: Matthew Koehler Spencer Greenhalgh Liz Owens Boltz
Project
PhD Practicum research project. UGT framework. Qualitative semi structured interviews. Why do people do the work of creating online reviews that benefit their peers, sellers, vendors and retailers without being directly compensated?