Teach like a gamer: Adapting the instructional design of digital role-playing games. Jefferson, NC: McFarland & Co. (forthcoming).
The structure of play: An exploration of the instructional design of Rift. The Journal of Applied Instructional Design, 5(1), 35-50. November 2015.
Theorycrafting the classroom: Constructing the introductory technical communication course as a game. Journal of Technical Writing and Communication, 45(3), 243-260. July 2015.
How games work: Exploring the instructional design of Diablo III. Meaningful Play 2014 Conference Proceedings, October 2014.
An open source composition space: Redefining invention for a new technological age. Computers and Composition Online, Fall 2013.
Book Reviews and Review Essays
A review of Dangerous Games: What the Moral Panic over Role-Playing Games Says about Play, Religion, and Imagined Worlds by Joseph P. Laycock. Technoculture: An Online Journal of Technology in Society, 6(1). October 2016.
Using games to make something: Of our students, our pedagogies, our field. A review essay of Gee & Hayes (2011), Squire (2011), Steinkuehler et al (2012), and Thomas & Brown (2011). Journal of Teaching Writing, 29(2), 85-98. Fall 2014.
A review of Inter/vention: Free Play in the Age of Electracy by Jan Rune Holmevik. Kairos: A Journal of Rhetoric, Technology, and Pedagogy, 18.2, Spring 2014.
A review of Storycraft: The Complete Guide to Writing Narrative Nonfiction by Jack Hart, Chicago, IL: The University of Chicago Press, 2011. 266 pp. Journal of Technical Writing and Communication, 43(1), 103-105. Fall 2013.