Dr. Rudy McDaniel's Online Curriculum Vitae

Welcome! This is a website to accompany the PDF version of my curriculum vitae. It contains electronic links to papers I have authored and co-authored. Click on the title of an article to download a PDF version or access the online version.

[Journal Articles]  [Book Chapters]  [Conference Proceedings Papers]


Refereed Journal Article Publications

  1.   McDaniel, R., & Telep, P. (2021). Game design tactics for teaching technical communication in online classes. Journal of Technical Writing and Communication, 51(1), 70-92. Special Issue: Quality in blended and online programs.
  2.   McDaniel, R., & Daer, A. (2016). The discourse of developers: Exploring technical communication practices within video game development. Technical Communication Quarterly, 25(3), 155-166. Special Issue: Video games in technical communication.
  3.   McDaniel, R., & *Fanfarelli, J. R. (2016). Building better digital badges: Pairing completion logic with psychological factors. Simulation & Gaming, 47(1), 73-102.
  4.   McDaniel, R., & *Fanfarelli, J. R. (2015). Rhythm and cues: Project management tactics for UX in game design. International Journal of Sociotechnology and Knowledge Development (IJSKD), 7(3), 20-37. Special Issue: UX and project management.
  5.  McDaniel, R., & Kuang, L. (2015). Cross-cultural cinematic communication: Learning from the information design process for a Sino-American film competition. Communication Design Quarterly, 4(1), 49-60. Special Issue: Internationalizing information and communication design.
  6.  McDaniel, R. (2015). Programming perspectives in Texts and Technology: Teaching computer programming to graduate students in the humanities. Programmatic Perspectives, 7(2), 213-229.
  7.  *Fanfarelli, J. R. & McDaniel, R. (2015). Individual differences in digital badging: Do learner characteristics matter? Journal of Educational Technology Systems, 43(4), 403-428.
  8.  McDaniel, R., & *Fanfarelli, J. R. (2015). A digital badging dataset focused on performance, engagement, and behavior-related varibles from observations in web-based university courses. British Journal of Educational Technology, 46(5), 937-941.
  9.   McDaniel, R. (2015). Understanding microinteractions as applied research opportunities for information designers. Communication Design Quarterly, 3(2), 55-62.
  10.  Kamrath, M. L., Barnard, P., McDaniel, R., *Dorner, W., *Jardaneh, K., *Carlton, P., & *Rodriguez, J. (2014). The Charles Brockden Brown electronic archive: Mapping archival access and metadata. Archive Journal, 4. Special Issue: Archives remixed: Critical perspectives and pathways, publishing the archive.
  11.  McDaniel, R., & Kenny, R. (2013). Evaluating the relationship between cognitive style and pre-service teachers' preconceived notions about adopting console video games for use in future classrooms. International Journal of Game-Based Learning, 3(2), 55-76.
  12.  McDaniel, R., & Fiore, S. M. (2012). Best practices for the design and development of ethical learning video games. International Journal of Cyber Ethics in Education, 2(4), 1-23.
  13.  Lindgren, R., & McDaniel, R. (2012). Transforming online learning through narrative and student agency. Educational Technology & Society, 15(4), 344-355.
  14.  Kenny, R., & McDaniel, R. (2011). The role teachers' expectations and value assessments play in their adopting and integrating video games into the curriculum. British Journal of Educational Technology, 42(2), 197-213.
  15.  McDaniel, R., & Vick, E. H. (2010). Conceptualizing "games for good" as cognitive technologies. Cognitive Technology 14(2)-15(1), 5-10.
  16.  McDaniel, R., & Vick, E. H. (2010). Games for good: Why they matter, what we know, and where we go from here. Cognitive Technology 14(2)-15(1), 66-73.
  17.  McDaniel, R. (2009). Making the most of interactivity online version 2.0: Technical communication as procedural architecture. Technical Communication 56(4), 370-386.
  18.  McDaniel, R., & Telep, P. (2009). Best practices for integrating game-based learning into online teaching. Journal of Online Learning and Teaching 5(2), 424-438.
  19.  Fiore, S. M., McDaniel, R., & Jentsch, F. (2009). Narrative-based collaboration systems for distributed teams: Nine research questions for information managers. Information Systems Management, 26(1), 28-38.
  20.  *Chertoff, D. B., *Schatz, S. L., McDaniel, R., & Bowers, C. A. (2008). Improving presence theory through experiential design. PRESENCE: Teleoperators and Virtual Environments, 17(4), 405-413.
  21.  McDaniel, R., & Underberg, N. (2007). Exembellishment: Using the eXtensible markup language as a tool for storytelling researchers. The Journal of the International Digital Media and Arts Association, 4(2), 56-69.
  22.  McDaniel, R., Fiore, S. M., *Greenwood-Erickson, A., *Scielzo, S., & Cannon-Bowers, J. A. (2006). Video games as learning tools for project management. The Journal of the International Digital Media and Arts Association, 3(1), 78-91.
  23.  Fiore, S. M., & McDaniel, R. (2006). Building bridges: Using the narrative form to better connect humans and human-systems. THEN: Technology, Humanities, Education, & Narrative 3(1).

Peer-Reviewed Book Chapters

  1.  McDaniel, R., & McDaniel, C. (In Press). Approaches to teaching experience architecture: Academic and industrial perspectives. In L. Potts & M. Salvo (Eds.) Rhetoric and Experience Architecture. New York: Baywood.
  2.   Vie, S., McDaniel, R., & *Fanfarelli, J. R. (In Press). Understanding badges as architectures of experience. In L. Potts & M. Salvo (Eds.) Rhetoric and Experience Architecture. New York: Baywood.
  3.   McDaniel, R. (2016). What we can learn about badges from video games. In D. Ifenthaler, D. Mah, & N. Bellin-Mularski (Eds.), Foundations of digital badges and micro-credentials: Demonstrating and recognizing knowledge and competencies (pp. 325-342). Switzerland: Springer International Publishing.
  4.  McDaniel, R., & *Fanfarelli, J. R. (2016). Fully configurable vs. modular design frameworks for badges: A case study and comparison analysis of two types of digital badging systems. In L. Muilenburg & Z. Berge (Eds.), Digital badges in education: Trends, issues, and cases (pp. 176-188). New York: Routledge.
  5.  Underberg, N., & McDaniel, R. (2013). Using the extensible markup language in cultural analysis and presentation. In N. Underberg (Ed.), Digital ethnography: Anthropology, narrative, and new media (pp. 48-65). Austin: University of Texas Press.
  6.  McDaniel, R., & Steward, S. (2011). Technical communication pedagogy and the broadband divide: Academic and industrial perspectives. In A. P. Lamberti & A. R. Richards (Eds.), Complex worlds: Digital culture, rhetoric, and professional communication (pp. 195-212). Amityville, NY: Baywood Press.
  7.  McDaniel, R., & *Schatz, S. (2010) From cyberspaces to cyberplaces: Image, narrative, and the psychology of place. In B. Dilger & J. Rice (Eds.), From A to <A>: Keywords of markup (pp. 186-212). Minneapolis: University of Minnesota Press.
  8.   McDaniel, R., Fiore, S. M., & Nicholson, D. (2010). Serious storytelling: Narrative considerations for serious games researchers and developers. In J. A. Cannon-Bowers & C. A. Bowers (Eds.), Serious game design and development: Technologies for training and learning (pp. 13-30). Hershey, PA: Information Science Reference (IGI Global).
  9.  McDaniel, R., & Fiore, S. M. (2010). Applied ethics game design: Some practical guidelines. In K. Schrier & D. Gibson (Eds.), Ethics and game design: Teaching values through play (pp. 236-254). Hershey, PA: Information Science Reference (IGI Global).
  10.  *Rosen, M. A., Fiore, S. M., McDaniel, R., & Salas, E. (2010). Adapting narrative theory to improve the implementation of story in problem-based learning. In D. H. Andrews, T. D. Hull, & K. DeMeester (Eds.), Storytelling as an instructional method: Research perspectives (pp. 87-104). Rotterdam: Sense Publishers.
  11.  McDaniel, R. (2008). Experiences with building a narrative content management system: Best practices for developing specialized content management systems (and lessons learned for the classroom). In B. Gu & G. Pullman (Eds.), Content management: Bridging the gap between theory and practice (pp. 15-42). Amityville, NY: Baywood Press.
  12.  Fiore, S. M., Metcalf, D., & McDaniel, R. (2007). Theoretical foundations of experiential learning. In M. Silberman (Ed.), The experiential learning handbook (pp. 33-58). San Francisco: John Wiley & Sons.
  13.  Fiore, S. M., Johnston, J., & McDaniel, R. (2007). Narratology and distributed training: Using the narrative form for debriefing simulation-based exercises. In S. M. Fiore & E. Salas (Eds.), Where is the learning in distance learning? Towards a science of distributed learning and training (pp. 119-145). Washington, D.C.: American Psychological Association.

Peer-Reviewed Conference Proceedings Papers

  1.  McDaniel, R. (In Press 2016, May). A taxonomy for digital badge design in medical technologies. In Proceedings of the IEEE SeGAH 4th International Conference on Serious Games and Applications. Orlando, FL.
  2.  *Carbone, T., McDaniel, R., & Hughes, C. E. (In Press 2016, May). Psychomotor skills measurement for surgery training using game-based methods. In Proceedings of the IEEE SeGAH 4th International Conference on Serious Games and Applications. Orlando, FL.
  3.   *Crossley, C., *Fanfarelli, J. R., & McDaniel, R. (In Press 2016, May). User experience design considerations for healthcare games and applications. In Proceedings of the IEEE SeGAH 4th International Conference on Serious Games and Applications. Orlando, FL.
  4.   *Fanfarelli, J. R., & McDaniel, R. (2015, July). Digital badges for deliberate practice: Designing effective badging systems for interactive communication scenarios. In Proceedings of the 33rd Annual International Conference on the Design of Communication. New York: Association for Computing Machinery. Limerick, Ireland.
  5.   McDaniel, R. (2015, July). Communication and knowledge management strategies in video game design and development: A case study highlighting key organizational narratives. Published in the Proceedings of the 2015 IEEE International Professional Communication Conference (pp. 9-16), IEEE. Limerick, Ireland.
  6.  McDaniel, R., & *Fanfarelli, J. R. (2015, March). How to design experimental research studies around digital badges. In D. Hickey, J. Jovanovic, S. Lonn, & J. E. Willis III (Eds.), Proceedings of the Open Badges in Education (OBIE 2015) Workshop. Poughkeepsie, New York.
  7.   *Fanfarelli, J. R., Vie, S., & McDaniel, R. (2015, February). Understanding digital badges through feedback, reward, and narrative: A multidisciplinary approach to building better badges in social environments. Albers, M. (Ed.) Proceedings of the Symposium on Communicating Complex Information (pp. 56-60), ACM. Greenville, NC. Published in Communication Design Quarterly, 3(3).
  8.   McDaniel, R., Lindgren, R., & *Friskics, J. (2012, October). Using badges for shaping interactions in online learning environments. In Proceedings of the 2012 IEEE International Professional Communication Conference (pp. 1-4), IEEE.
  9.  Vick, E. H., McDaniel, R., & Jacobs, S. (2010, July). Using semiotic grammars for rapid design of evolving videogame mechanics. In S. Spencer (Ed.), Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games (pp. 25-30). New York: Association for Computing Machinery.
  10.   McDaniel, R., Vick, E. H., Jacobs, S., & Telep, P. (2009, August). Cardboard semiotics: Reconfigurable symbols as a means for narrative prototyping in game design. In S. Spencer (Ed.), Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games (pp. 87-93). New York: Association for Computing Machinery.
  11.  Fiore, S. M., McDaniel, R., *Rosen, M. R., & Salas, E. (2007, June). Developing narrative theory for understanding the use of story in complex problem solving environments. In K. L. Mosier and U. M. Fischer (Eds.), Proceedings of the 8th International Conference on Naturalistic Decision Making. Pacific Grove, CA.
  12.  Moshell, J. M., McDaniel, R., *Makwana, A., & Wei, Li. Managing actors in serious games. (2007, September). In Proceedings of the 3rd annual North American Game-On Conference, Gainesville, FL: EUROSIS.
  13.  *Greenwood-Ericksen, A., Fiore, S., McDaniel, R., *Scielzo, S., Cannon-Bowers, J., & Mundy, C. (2006, October). Synthetic learning environment games: Prototyping a humanities-based game for teaching African American history. In Proceedings of the Human Factors and Ergonomics Society Annual Meeting (Vol. 50, No. 20, pp. 2264-2268). SAGE Publications.
  14.  Fiore, S. M., Johnston, J., & McDaniel, R. (2005, September). Applying the narrative form and XML metadata to debriefing distributed simulation-based exercises. (2005). In Proceedings of the Human Factors and Ergonomics Society Annual Meeting (Vol. 49, No. 25, pp. 2135-2139). SAGE Publications.
  15.  McDaniel, R. & Pollard, L. (2003, September). Tacit knowledge in information systems. In L. Maki (Ed.), Proceedings of the 2003 IEEE International Professional Communication Conference (pp. 401-404). NJ: IEEE Press.

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