Juried Articles

Farber, M., & Merchant, W. (2024). Cultivating Esportspersonship: How Scholastic Esports Coaches Perceive Facilitating Positive Youth Development. Simulation & Gaming. https://journals.sagepub.com/doi/10.1177/10468781241299131. DOI: 10.1177/10468781241299131

Ha, T., Dauenhauer, B., Krause, J., McMullen, J., & Farber, M. (2024). Comprehensive school physical activity program technology practice questionnaire (CSPAP-TPQ). Educational Technology Research Development (ETRD). https://link.springer.com/article/10.1007/s11423-024-10399-1. DOI: https://doi.org/10.1007/s11423-024-10399-1

Farber, M., & Merchant, W. (2023). Insights from Investigating Early Childhood Ebooks on Literacy, Cognitive Development, and Social and Emotional Learning Outcomes. E-Learning and Digital Media, 20(3), 300-313. https://journals-sagepub-com.unco.idm.oclc.org/doi/10.1177/20427530221108538. DOI: 10.1177/20427530221108538

Farber, M., & Erekson, J. (2023). Going Beyond the Page: Pairing Children’s Literature with Video Games. Children and Libraries, 21(1), 6-13. https://journals.ala.org/index.php/cal/article/view/8002/11126. DOI: https://doi.org/10.5860/cal.21.1.7

Gottlieb, O., Farber, M., & Darvasi, P. (2023). Playing to Grow: Roundtable Interview on Games, Education, and Character. Gamevironments(19), 179-206. https://journals.suub.uni-bremen.de/index.php/gamevironments/issue/view/21. DOI: https://doi.org/10.48783/gameviron.v19i19.215

Mukund, V., M. S., A. S., Sharma, R., Farber, M., & Singh, N. C. (2022). Effects of a Digital Game-based Course in Building Adolescents’ Knowledge and Social-Emotional Competencies. Games for Health Journal, 11(1), 1-12. https://www.liebertpub.com/doi/10.1089/g4h.2021.0138. DOI: 10.1089/g4h.2021.0138

Farber, M., & Schrier, K. (2021). Beyond Winning: A Situational Analysis of Two Digital Autobiographical Games. Game Studies: The International Journal of Computer Game Research, 21(4). http://gamestudies.org/2104/articles/farber_schrier

Kang, H. J., Farber, M., & Mahovsky, K. (2021). Teachers’ Self-Reported Pedagogical Changes: Are We Preparing Teachers for Online STEM Education? Journal of Higher Education Theory and Practice, 21(10), 263-276. https://articlegateway.com/index.php/JHETP/article/view/4640. DOI: https://doi.org/10.33423/jhetp.v21i10.4640

Schrier, K., & Farber, M. (2021). A Systematic Literature Review of “Empathy” and “Games”. Journal of Gaming & Virtual Worlds, 13(2), 195-214. https://doi.org/10.1386/jgvw_00036_1. DOI: DOI: 10.1386/jgvw_00036_1

Farber, M., Williams, M., Mellman, L., & Yu, X. (2020). Systems at Play: Game Design as an Approach for Teen Self-Expression. Journal of Games, Self, and Society, 2(1), 40-84. http://press.etc.cmu.edu/index.php/product/journal-of-games-self-society/. DOI: 10.1184/R1/12215417

Farber, M., & Schrier, K. (2017). The Limits and Strengths of Using Digital Games as “Empathy Machines”. New Delhi: UNESCO Mahatma Gandhi Institute of Education for Peace and Sustainable Development (MGIEP). https://unesdoc.unesco.org/ark:/48223/pf0000261993

Farber, M., & Zieger, L. (2012). Civic Participation Among Seventh-Grade Social Studies Students in Multi-User Virtual Environments. Journal of Interactive Learning Research, 23(4), 393-410. https://www.learntechlib.org/p/36046/. DOI: 23(4), 393-410.

Books

Fullerton, T., & Farber, M. (2025, March 25). The Well-Read Game: On Playing Thoughtfully. Cambridge, MA: The MIT Press. https://mitpress.mit.edu/9780262552233/the-well-read-game/

Farber, M., Merchant, W., & Zamboni, C. (2024). Roll for Learning: 51 Micro Tabletop Role-Playing Games to Use in the Classroom. Pittsburgh, PA: Play Story Press. https://works.hcommons.org/records/crhvk-jwe98. DOI: https://doi.org/10.17613/crhvk-jwe98

Farber, M. (2021). Gaming SEL: Games as Transformational to Social and Emotional Learning. New York, NY: Peter Lang. https://www.peterlang.com/document/1111682#. DOI: https://doi.org/10.3726/b18044

Farber, M. (2019). Global Perspectives on  Gameful and Playful Teaching and Learning. Hershey: IGI Global. https://www.igi-global.com/book/global-perspectives-gameful-playful-teaching/235397. DOI: 10.4018/978-1-7998-2015-4

Farber, M. (2018). Game-Based Learning in Action: How an Expert Affinity Group Teaches with Games (foreword by James Paul Gee). New York, NY: Peter Lang Inc. International Academic Publishers. https://www.peterlang.com/document/1055721

Farber, M. (2017). Gamify Your Classroom: A Field Guide to Game-Based Learning (Revised Edition) (Revised ed.). New York, NY: Peter Lang Inc. International Academic Publishers. https://www.peterlang.com/view/product/32043

Cornish, S., Farber, M., Fleming, A., & Miklasz, K. (2017). In Matthew Farber, Sarah Cornish, Alex Fleming, Kevin Miklasz (Ed.), Game Jam Guide. Pittsburgh, PA: Carnegie Mellon University: ETC Press. http://press.etc.cmu.edu/index.php/product/game-jam-guide/. DOI: 10.1184/R1/6686948

Farber, M. (2015). Gamify Your Classroom: A Field Guide to Game-Based Learning. New York, NY: Peter Lang Inc. International Academic Publishers. https://www.peterlang.com/view/product/30940

Chapters

Labate, H., Tyralynn, F., Singh, N. C., & Farber, M. (2024). Curriculum and Pedagogy, Including Digital Pedagogies. Mainstreaming Social and Emotional Learning in Education Systems: Policy Guide (pp. 70-90). Paris: United Nations Educational, Scientific and Cultural Organization (UNESCO). https://unesdoc.unesco.org/ark:/48223/pf0000392261. DOI: https://doi.org/10.54675/ORWD6913

Farber, M., & Merchant, W. (2024). Awkward Moment. In Karen (Kat) Schrier, Rachel Kowert, Diana Leonard, Tarja Porkka-Kontturi (Ed.), Learning, Education, and Games: 50 Games to Use for Inclusion, Equity, and Justice. Carnegie Mellon ETC Press. https://press.etc.cmu.edu/books/learning-education-games/4. DOI: 10.57862/k0dc-a726

Farber, M. (2023). Step into Walden’s World Cultivation of Mindful Practices. In Michelle Haiken, Mark Gura (Ed.), Creative SEL: Using Hands-on Projects to Boost Social-Emotional Learning. Portland, OR: International Society for Technology in Education (ISTE). iste.org/CreativeSEL

Farber, M. (2023). Book Foreword: Procedural Rhetoric in the Ludic Century. In Chris McGunnigle (Ed.), Gamification in the RhetComp Curriculum. Vernon Press. https://vernonpress.com/book/1397

Farber, M. (2022). How Games Give Players “The Feels” (book excerpt). Journal of Games, Self, and Society, 3(1), 74-84. https://press.etc.cmu.edu/index.php/product/journal-of-games-self-society-vol-3-no-1/. DOI: 10.1184/R1/12215417

Farber, M. (2021). Designing, Playing, and Learning. In Rick Ferdig, Enrico Gandolfi, Emily Baumgartner (Ed.), Teaching the Game: A Collection of Syllabi for Game Design, Development, and Implementation (vol. 2, pp. 205-215). Pittsburgh, PA: Carnegie Mellon: ETC Press. https://press.etc.cmu.edu/index.php/product/teaching-the-game-volume-2/. DOI: 10.1184/R1/14867193

Farber, M. (2021). Gaming Literacy and Its Potential for Teaching Social and Emotional Learning to Adolescent Children. In J. Tussey, L. Haas (Ed.), Handbook of Research on Supporting Social and Emotional Development Through Literacy Education (pp. 1-25). Hershey, PA: IGI Global. https://www.igi-global.com/gateway/chapter/full-text-html/282385. DOI: doi:10.4018/978-1-7998-7464-5.ch001

Farber, M., Rutter, A. (2021). Navigating the Social and Emotional Needs of Preservice Teachers During the Anxious Uncertainties of 2020. In Rick Ferdig, Kristine Pytash (Ed.), What Teacher Educators Should Have Learned From 2020 (pp. 33-44). Association for the Advancement of Computing in Education (AACE). https://www.learntechlib.org/p/219088/

Betts, A., Fabienke, N., & Farber, M. (2020). The Quest for Learning: Promoting Engagement and Disciplinary Literacy Through Game-Based Quests. In Leslie Haas, Jill Tussey (Ed.), Disciplinary Literacy Connections to Popular Culture in K-12 Settings (pp. 203-230). Hershey, PA: IGI Global. https://www.igi-global.com/book/disciplinary-literacy-connections-popular-culture/244552. DOI: 10.4018/978-1-7998-4721-2

Farber, M., & Rivers, S. (2020). Leveraging Technology for SEL Programmes. In Nandini Chatterjee Singh and Anantha Duraiappah (Ed.), Rethinking Learning: Mainstreaming Social and Emotional Learning in Education Systems. New Delhi: United Nations Educational, Scientific and Cultural Organization (UNESCO) Mahatma Gandhi Institute of Education for Peace and Sustainable Development (MGIEP).

Farber, M. (2019). In Yoko Mochizuki, Éric Bruillard (Ed.), Rethinking Pedagogy: Exploring the Potential of Digital Technology in Achieving Quality Education. New Delhi: UNESCO Mahatma Gandhi Institute of Education for Peace and Sustainable Development (MGIEP). https://unesdoc.unesco.org/ark:/48223/pf0000372786

Farber, M. (2019). The Migrant Trail. In Karen Schrier (Ed.), Learning, Education, and Games Vol. 3: 100 Games to Use in the Classroom & Beyond (vol. 3). Pittsburgh: Carnegie Mellon University: ETC Press. http://press.etc.cmu.edu/index.php/product/learning-education-games-volume-3/. DOI: 10.1184/R1/10557950

Farber, M. (2018). How Games Can Be the Centerpiece of a Lesson (pp. 72-75). In Lynn Schrum (Ed.), Learning Supercharged: Digital Strategies and Insights from the edtech frontier. Portland, OR: International Society for Technology in Education (ISTE).

Conference Papers

Lo, W., Wachter, E., & Farber, M. (in press). FIXIT Azure Aqua. 2024 Meaningful Play Conference Proceedings. Pittsburgh, PA: Play Story Press.

Wachter, E., Lo, W., & Farber, M. (in press). Global Educators, Media Literacy, and Gameplay. 2024 Meaningful Play Conference Proceedings. Pittsburgh, PA: Play Story Press.

Farber, M., & Fullerton, T. (2023). Learning Deliberately: Walden, a Game-Based Curriculum. In MacDowell, P., Moon, J., Wilson, D., Pedrosa, D., Dengel, A., Peña-Rios, A., & Richter, J. (Ed.), 9th International Conference of the Immersive Learning Research Network (1st ed., vol. 1, pp. 30-32). Immersive Learning Research Network. https://publications.immersivelrn.org/index.php/practitioner/article/view/56. DOI: 10.56198/ITIG2GEQF

Farber, M., & Merchant, W. (2023). Unlocking Hidden Rules of Office Hours: A Game Jam on the First-Generation College Students’ Experiences. In Danielle Filipiak, Jeremiah H. Kalir (Ed.), Proceedings of the 2022 Connected Learning Summit (pp. 26-32). Pittsburgh, PA: Carnegie Mellon ETC Press. https://press.etc.cmu.edu/proceedings/proceedings-2022-connected-learning-summit. DOI: 10.57862/tg5r-ck86

Farber, M. (2020). Video Games Are Not Educational Technology. In Akriti Mehra (Ed.), UNESCO MGIEP Blue Dot TECH 2019 Special Issue (12th ed.). New Delhi: UNESCO Mahatma Gandhi Institute of Education for Peace and Sustainable Development (MGIEP). https://d27gr4uvgxfbqz.cloudfront.net/files%2F0464f614-08af-409a-97cf-46d41773ab1e_The%20Blue%20DOT-UNESCO%20MGIEP.pdf

Williams, M. K., & Farber, M. (2020). Gaming Pedagogy and Connected Learning: Perspectives from the Global Minecraft Mentoring Program. In D. Schmidt-Crawford (Ed.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 1894-1899). Waynesville, NC: Association for the Advancement of Computing in Education (AACE). https://www.learntechlib.org/primary/p/216057/

Farber, M., & Williams, M. K. (2020). Interests, Relationships, and Opportunities within the 2018 Global Minecraft Mentor Program. In Jeremiah H. Kalir, Danielle Filipiak (Ed.), Proceedings of the 2019 Connected Learning Summit (Vol. 2). Pittsburgh, PA: Carnegie Mellon University: ETC Press. https://press.etc.cmu.edu/index.php/product/proceedings-of-the-2019-connected-learning-summit/. DOI: 10.1184/R1/7793804

Farber, M., Darvasi, P., Rivers, S., & Bertoli, M. (2020). The Museum of Me: Exploring and Exhibiting Identity with the Video Game, “What Remains of Edith Finch”. In Jeremiah H. Kalir, Danielle Filipiak (Ed.), Proceedings of the 2019 Connected Learning Summit (Vol. 2). Pittsburgh, PA: Carnegie Mellon University: ETC Press. https://press.etc.cmu.edu/index.php/product/proceedings-of-the-2019-connected-learning-summit/. DOI: 10.1184/R1/7793804

Farber, M. (2020). Global Game Jam NEXT: A Curriculum for STEAM Learning. In Jeremiah H. Kalir, Danielle Filipiak (Ed.), Proceedings of the 2019 Connected Learning Summit (Vol. 2). Pittsburgh, PA: Carnegie Mellon University: ETC Press. https://press.etc.cmu.edu/index.php/product/proceedings-of-the-2019-connected-learning-summit/. DOI: 10.1184/R1/7793804

Arya, A., S. G., Farber, M., & Miklasz, K. (2019). Educating the Next Generation of Learners Through a Global Game Jam. INTED2019 Proceedings (pp. 1735-1741). Valencia: 13th International Technology, Education and Development Conference. https://library.iated.org/view/ARYA2019EDU. DOI: 10.21125/inted.2019.0504

Arya, A., Gold, S., Farber, M., & Miklasz, K. (2019). GGJ Next: The Global Game Jam for Youth. ICGJ 2019 Proceedings of the International Conference on Game Jams, Hackathons and Game Creation Events 2019 (vol. 8). Association for Computing Machinery (ACM). https://dl.acm.org/citation.cfm?id=3316289. DOI: 10.1145/3316287.3316289

Farber, M. (2019). GGJ NEXT: A Global Game Jam for Children. In Jeremiah H. Kalir  (Ed.), Proceedings of the 2018 Connected Learning Summit (Vol. 1). Pittsburgh, PA: Carnegie Mellon University: ETC Press. DOI: https://doi.org/10.1184/R1/7793804.v1

Schrier, K., & Farber, M. (2019). Open Questions for Empathy and Games. In Jeremiah H. Kalir (Ed.), Proceedings of the 2018 Connected Learning Summit (Vol. 1). Pittsburgh, PA: Carnegie Mellon University: ETC Press. https://doi.org/10.1184/R1/7793804.v1. DOI: https://doi.org/10.1184/R1/7793804.v1

Educational Games

Fullerton, T., Farber, M., & Coopilton, M. (2022). Walden EDU: Lost in the Shuffle. University of Southern California (USC) Game Innovation Lab. https://www.thegamecrafter.com/games/walden-a-game-edu:-lost-in-the-shuffle-cards

Fullerton, T., Farber, M., & Coopilton, M. (2022). Walden, a game EDU: Survival Cards. University of Southern California (USC) Game Innovation Lab. https://www.thegamecrafter.com/games/walden-a-game-edu:-survival-cards

Hoffman, E., & Farber, M. (2016). Time Society Chronicles: Independence!. https://3sxp.itch.io/timesociety

Encyclopedia Entries

Farber, M. (2019). Game-Based Learning as Innovative Pedagogy. In Peters M., & Heraud R. (Ed.), Springer Encyclopedia of Educational Innovation. Springer Encyclopedia of Educational Innovation. https://link.springer.com/referenceworkentry/10.1007%2F978-981-13-2262-4_10-1. DOI: https://doi.org/10.1007/978-981-13-2262-4_10-1

Curriculum

Mullen, C. D., Christophorus, C., Burks II, T. L., Cass, K., Farber, M., Smith, G., Smith, G., & Deshpande, P. (2024). Learning Companion for ORIGIN, Ava DuVernay’s filmed adaptation of “Caste: The Origins of Our Discontents” (Wilkerson). ARRAY Films. https://origin101.org

Farber, M., Fullerton, T., & Coopilton, M. (2021). Walden, a game EDU. https://www.waldengame.com/educators

Farber, M., & Darvasi, P. (2019). Museum of Me: Exploring and Exhibiting Identity with What Remains of Edith Finch. Boston, MA: iThrive Games Foundation. http://ithrivegames.org/museum-of-me/

Journal Editorials

Antequera, J. G., Domínguez, F. I. R., Pedrera-Rodríguez, M.-I., & Farber, M. (2024). Editorial for Frontiers in Education: Current trends in research on how video games support or limit social-emotional learning (vol. 9). Frontiers in Education. https://www.frontiersin.org/articles/10.3389/feduc.2024.1440689/full. DOI: 10.3389/feduc.2024.1440689

Watulak, S., Woodward, R., Phillips, N., & Farber, M. (2018). Guest Editorial for IJILT 35(5) (5th ed., vol. 35, pp. 3). International Journal of Information and Learning Technology. https://www.emeraldinsight.com/doi/full/10.1108/IJILT-11-2018-117. DOI: http://dx.doi.org/10.1108/IJILT-11-2018-117