Publications:

Peer-reviewed Articles and Book Chapters:

Hamlen Mansour, K., Jackson, D., Bievenue, L., Voight, A., & Sridhar, N. (2023). Understanding the impact of peer instruction in CS principles teacher professional development. ACM Transactions on Computing Education. https://doi.org/10.1145/3585077.

Hamlen, K., & Chu, P. (2022). Effects of a Spiral Curriculum with Application-Based Project and Lab Components on Motivation and Achievement of Engineering Students in an Urban University. IEEE Transactions on Education.

Lalwani, A., Green, W., & Hamlen Mansour, K. (2022). How campus alienation exacerbated international students¿ difficulties in accessing campus services remotely during COVID-19: Notes on policy and programming. American Behavioral Scientist special issue Higher Education Stakeholders¿ Early Responses to the COVID-19 Crisis ¿ Part 2: Student and ¿Classroom¿ Experiences.

Hamlen, K. R. (2021). Diversity and representation on preschool television shows. The Amplifier: A Magazine of the Society for Media Psychology and Technology, Division 46 of the American Psychological Association. (Invited submission, peer reviewed publication of Division 46, APA).

Hamlen, K. R. & Imbesi, K. J. (2019). Role models in the media: A content analysis of preschool television programs in the U.S. Journal of Children and Media, 14(3).

Hamlen, K. R. (2018). General problem solving styles and problem solving approaches in video games. Journal of Educational Computing Research, 56(4), 467-484. DOI:10.1177/0735633117729221.

Hamlen, K. R. (2017). Exploring factors related to college student expertise in digital games and their relationships to academics. REM (Research on Education and Media).

Hamlen, K. R. (Fall/Winter 2016). Pokémon GO: How a game for capturing pocket monsters captured the world's attention. The Amplifier: A Magazine of the Society for Media Psychology and Technology, Division 46 of the American Psychological Association.

Hamlen, K. R., & Hamlen, W. A. (2016). Faculty salary as a predictor of student outgoing salaries from MBA programs. Journal of Education for Business, 91(1), 38-44.

Hamlen K. R. & Blumberg, F. C. (2015). Problem solving through ¿cheating¿ in video games. Invited and peer-reviewed book chapter for Video games and creativity. Kaufman, J. C. & G. Green Eds. Academic Press.

Hamlen, K. R. (2014). Video game strategies as predictors of academic achievement. Journal of Educational Computing Research, 50(2).

Hamlen, K. R. (2013). Trends in children¿s video game play: Practical but not creative thinking.  Journal of Educational Computing Research, 49(3), 277-291.

Hamlen, K. R. (2013). Understanding children's choices and cognition in video game play: A synthesis of three studies. Zeitschrift fur Psychologie, 221(2), 107-114.

Hamlen, K. R. (2012). Academic dishonesty and video game play: Is new media use changing conceptions of cheating? Computers & Education, 59(4), 1145-1152.

Runfola, M., Etopio, E., Hamlen, K., & Rosendahl, M. (2012). Effect of music instruction on preschoolers¿ music achievement and emergent literacy achievement. Bulletin of the Council for Research in Music Education

Hamlen, K.R. (2012). Stochastic frontier estimation of efficient learning in video games. Computers & Education, 58(1), 534-541.

Hamlen, K.R. & Gage, H.E. (2011). Negotiating students' conceptions of 'cheating' in video games and in school. International Journal of Gaming and Computer-Mediated Simulations, 3(1).

Hamlen, K. R. (2011). Children's choices and strategies in video games. Computers in Human Behavior, 27(1), 532-539. doi: 10.1016/j.chb.2010.10.001.

Hamlen, K. R. (2010). Re-examining gender differences in video game play: Time spent and feelings of success. Journal of Educational Computing Research, 43(3), 293-308.

Hamlen, K. R.  (2009). Relationships between computer and video game play and creativity among upper elementary school students. Journal of Educational Computing Research, 40(1).


Refereed Conference Proceedings:

Hamlen, K., Liu, X., Zhu, Y. & Wang, H. (2022). Use of Game Design Principles in the Development of a Competitive Role-Play Simulation Game. In T. Bastiaens (Ed.), Proceedings of EdMedia + Innovate Learning (pp. 748-752). New York City, NY, United States: Association for the Advancement of Computing in Education (AACE).

Hamlen, K. (2022). Exploring video game player type and grit among undergraduate students. In E. Langran (Ed.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 814-817). San Diego, CA, United States: Association for the Advancement of Computing in Education (AACE). Retrieved May 10, 2022 from https://www.learntechlib.org/primary/p/220831/.

Hamlen, K. (2022). Positive pedagogy and the impact of rapid conversion to online learning: A case study. In E. Langran (Ed.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 818-822). San Diego, CA, United States: Association for the Advancement of Computing in Education (AACE). Retrieved May 10, 2022 from https://www.learntechlib.org/primary/p/220832/.

Hamlen, K. (2020). Rapid development of online course content during the COVID-19 pandemic: Identifying positive pedagogy. In Proceedings of EdMedia + Innovate Learning (pp. 42-48). Online, The Netherlands: Association for the Advancement of Computing in Education (AACE).

Hamlen, K., Liu, X., Zhu, Y., & Wang, H. (2019). Interdisciplinary game design process in anonymous communications. Proceedings of the 2019 e-Learn Conference: AACE.

Chu, P., Yu, C., & Hamlen, K. (2018). A simple SoC (System on a Chip) platform for the integrated computer engineering lab framework. Proceedings of the 2018 ASEE Annual Conference & Exposition, 2018: ASEE.

Hamlen, K. R., Sridhar, N., Bievenue, L., Jackson, D. K., Lalwani, A. (2018). Effects of teaching computer science principles on attitudes and perceptions about computer science. Proceedings of the Special Interest Group on Computer Science Education (SIGCSE) Technical Symposium.

Chu, P., Yu, C., & Hamlen, K. (2018). A simple SoC (System on a Chip) platform for the integrated computer engineering lab framework. Proceedings of the 2018 ASEE Annual Conference & Exposition, 2018: ASEE.

Hamlen, K. R. (October, 2017). Developing expertise in video games and in academics: A comparative investigation. Proceedings for E-Learn: World Conference on E-Learning, 2017: AACE.

Hamlen, K. R. (2017). Use of an avatar to generate feelings of face-to-face contact in an online class. In J. P. Johnston (Ed.) Proceedings for EdMedia: World Conference on Educational Media and Technology, 2017: AACE.

Hamlen, K. R. (2017). Video game genres and problem solving strategies. In D. Slykhuis & G. Marks (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference 2017 (pp. TBA). Chesapeake, VA: AACE.

Hamlen, K. R. (2016). Rule-following in video games and academic success. In D. Slykhuis & G. Marks (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference 2016 (pp. 1063-1065). Chesapeake, VA: AACE.

Hamlen, K. R. (2015). Comparing learning motivations in video games and college courses. In D. Slykhuis & G. Marks (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference 2015 (pp. 1161-1165). Chesapeake, VA: AACE.

Hamlen, K. R. (2013). Video game strategies: Better predictors of GPA than homework strategies? Accepted for publication in Proceedings of the Society for Information Technology & Teacher Education International Conference 2013. New Orleans, LA: AACE.

Hamlen, K. R. (2012). Top achieving students¿ strategies for success: Beyond school work, and into video game play. In Proceedings of the Global TIME Conference on Technology, Innovation, Media, & Education 2012.

Hamlen, K. R. (2011). Efficient learning in video games and implications for education. In Proceedings of the Society for Information Technology & Teacher Education International Conference 2011 (pp. 1511-1513). Chesapeake, VA: AACE.

Hamlen, K. R. (2011). Attributes and strategies associated with video game play among elementary school students. In Proceedings of the Global TIME Conference on Technology, Innovation, Media, & Education 2011.

Hamlen, K. (2009). Is it cheating? Students' views of acceptable methods of information gathering in the classroom versus video game environments. In I. Gibson et al. (Eds.), Proceedings of Society for Information Technology and Teacher Education International Conference 2009 (pp. 895-897). Chesapeake, VA: AACE.

Hamlen, K. (2008). Children's preferred learning strategies in video games: A preliminary investigation. In C. Crawford et al. (Eds.), Proceedings of Society for Information Technology and Teacher Education International Conference 2008 (pp. 1096-1098). Chesapeake, VA: AACE.