Richard E. Ferdig

Richard E. Ferdig is the Summit Professor of Learning Technologies and Professor of Instructional Technology at Kent State University. He works within the Research Center for Educational Technology and also the School of Lifespan Development and Educational Sciences. He earned his Ph.D. in Educational Psychology from Michigan State University. He has served as researcher and instructor at Michigan State University, the University of Florida, the Wyzsza Szkola Pedagogiczna (Krakow, Poland), and the Università degli studi di Modena e Reggio Emilia (Italy). At Kent State University, his research, teaching, and service focus on combining cutting-edge technologies with current pedagogic theory to create innovative learning environments. His research interests include online education, educational games and simulations, and what he labels a deeper psychology of technology. In addition to publishing and presenting nationally and internationally, Ferdig has also been funded to study the impact of emerging technologies such as K-12 Virtual Schools. Rick is the Editor-in-Chief of the International Journal of Gaming and Computer Mediated Simulations, the Associate Editor-in-Chief of the Journal of Technology and Teacher Education, and currently serves as a Consulting Editor for the Development Editorial Board of Educational Technology Research and Development and on the Review Panel of the British Journal of Educational Technology.

Publications

Development of a Game Communities of Inquiry Scale (GCoIS)
Ilker Soyturk, Enrico Gandolfi, Richard E. Ferdig. © 2022. 18 pages.
This article introduces a new instrument called the game communities of inquiry scale (GCoIS). It was inspired by the community of inquiry framework and its related...
GLARE: An Open Source Augmented Reality Platform for Location-Based Content Delivery
Enrico Gandolfi, Richard E. Ferdig, David Carlyn, Annette Kratcoski, Jason Dunfee, David Hassler, James Blank, Chris Lenart, Robert Clements. © 2021. 19 pages.
Augmented reality (AR) shows the potential for positively impacting learning about cultural heritage. However, current AR tools do not allow users (e.g., teachers, educators) to...
Development of a Game Communities of Inquiry Scale (GCoIS)
Ilker Soyturk, Enrico Gandolfi, Richard E. Ferdig. © 2020. 22 pages.
This article introduces a new instrument called the game communities of inquiry scale (GCoIS). It was inspired by the community of inquiry framework and its related...
Exploring Technology for Writing and Writing Instruction
Kristine E. Pytash, Richard E. Ferdig. © 2014. 368 pages.
As digital technologies continue to develop and evolve, an understanding of what it means to be technologically literate must also be redefined. Students regularly make use of...
Exploring Multimodal Composition and Digital Writing
Richard E. Ferdig, Kristine E. Pytash. © 2014. 352 pages.
While traditional writing is typically understood as a language based on the combination of words, phrases, and sentences to communicate meaning, modern technologies have led...
Foreword
Richard E. Ferdig. © 2013. 2 pages.
This Foreword is included in the book Teacher Education Programs and Online Learning Tools: Innovations in Teacher Preparation.
Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds
Richard E. Ferdig. © 2013. 361 pages.
Games and simulations have emerged as new and effective tools for educational learning by providing interactivity and integration with online resources that are typically...
Interdisciplinary Advancements in Gaming, Simulations and Virtual Environments: Emerging Trends
Richard E. Ferdig, Sara de Freitas. © 2012. 390 pages.
Gaming has long been a means for humans to share knowledge, learn new concepts, and escape the constraints of reality. Interdisciplinary Advancements in Gaming, Simulations and...
Discoveries in Gaming and Computer-Mediated Simulations: New Interdisciplinary Applications
Richard E. Ferdig. © 2011. 436 pages.
Recent advancements have put Gaming and Computer-Mediated Simulations at the forefront of technology and learning. A closer look at these topic areas opens the door for...
Autism and Family Interventions Through Technology: A Description of a Web-based Tool to Educate Fathers of Children with Autism
Richard E. Ferdig, Hilary G. Amberg, Jennifer H. Elder, Susan A. Donaldson, Gregory Valcante, Roxanna Bendixen. © 2011. 15 pages.
Most research on family interventions of children with autism has focused on the role of the mother, and little is known about the effects of training fathers. Through a series...
Autism and Family Interventions Through Technology: A Description of a Web-Based Tool to Educate Fathers of Children with Autism
Richard E. Ferdig, Hilary G. Amberg, Jennifer H. Elder, Susan A. Donaldson, Gregory Valcante, Roxanna Bendixen. © 2010. 16 pages.
Most research on family interventions of children withautism has focused on the role of the mother, and little is known about the effects of training fathers. Through a series of...
Student and Faculty Use and Perceptions of Web 2.0 Technologies in Higher Education
Haya Ajjan, Richard Hartshorne, Richard E. Ferdig. © 2010. 20 pages.
In this chapter, the authors provide evidence for the potential of Web 2.0 applications in higher educationthrough a review of relevant literature on educational...
Handbook of Research on Effective Electronic Gaming in Education
Richard E. Ferdig. © 2009. 1762 pages.
Games and gaming have always been an important part of society and culture. Within the last 35 years, due to numerous technology innovations, electronic games in many formats...
Autism and Family Interventions Through Technology: A Description of a Web-Based Tool to Educate Fathers of Children with Autism
Richard E. Ferdig, Hilary G. Amberg, Jennifer H. Elder, Gregory Valcante, Susan A. Donaldson, Roxanna Bendixen. © 2009. 15 pages.
Most research on family interventions of children with autism has focused on the role of the mother, and little is known about the effects of training fathers. Through a series...