CV

Curriculum Vita (updated December 2023)

BOOKS

Fullerton, T, & Farber, M. (2025). The Well-Read Game: On Playing Thoughtfully. MIT Press.

Zamboni, C., Farber, M., & Merchant, W. (Eds.) (2024). Roll for Learning: 51 Micro Tabletop Role-Playing Games to Use in the ClassroomPlay Story Press.

Farber, M. (2021). Gaming SEL: Games as Transformational to Social and Emotional Learning. Peter Lang.

Farber, M. (Ed.) (2020). Global Perspectives on Gameful and Playful Teaching and Learning. IGI Global.

Farber, M. (2018). Game-Based Learning in Action: How an Expert Affinity Group Teaches with Games. Peter Lang.

Farber, M., Cornish, S., Miklasz, K, & Fleming, A.(Eds.) (2017). Game Jam Guide. Carnegie Mellon University ETC Press.

Farber, M. (2017). Gamify your classroom: A field guide to game-based learning – Revised. Peter Lang.

Farber, M. (2015). Gamify your classroom: A field guide to game-based learning. Peter Lang.

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

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

Farber, M., & Erekson, J. A. (2023). Beyond the Page: Pairing Children’s Literature with Video Games. Children & Libraries. https://doi.org/10.5860/cal.21.1.7

Farber, M., & Fullerton, T. (2023). Learning Deliberately: Walden, a Game-Based Curriculum. Immersive Learning Research – Practitioner1(1), 30–32. Retrieved from https://publications.immersivelrn.org/index.php/practitioner/article/view/56

Farber, M., & Merchant, W. (2022).Unlocking Hidden Rules of Office Hours: A Game Jam on the First-Generation College Students’ Experience. Proceedings of the 2022 Connected Learning Summit. Carnegie Mellon University ETC Press.

Farber, M., & Merchant, W. (2022). Insights from investigating early childhood ebooks on literacy, cognitive development, and social and emotional learning outcomes. E-Learning and Digital Media. https://doi.org/10.1177/20427530221108538

Mukund, V., Sharma, M., Srivatsa, A., 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 Journal11(1), 1-12. DOI: 10.1089/g4h.2021.0138

Farber, M., & Schrier, K. (2021). Beyond winning: A situational analysis of two digital autobiographical games. Games Studies: The International Journal of Computer Game Research. 21(4).

Schrier, K., & Farber, M. (2021).A Systematic Literature Review of “Empathy” and “Games.” Journal of Gaming & Virtual Worlds. 13(2).

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

Farber, M., Williams, M. K., Mellman, L., & Yu, X. (2020). Systems at Play: Game Design as an Approach for Teen Self-Expression. Journal of Games, Self & Society. Carnegie Mellon University ETC Press. 2(1), 40-84.

Farber, M., & Williams, M.K. (2020). Interests, Relationships, and Opportunities Within the 2018 Global Minecraft Mentor Program.Connected Learning Summit 2019 Conference Proceedings. Carnegie Mellon University ETC Press.

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 (SITE) International Conference (pp. 1894-1899). Association for the Advancement of Computing in Education (AACE). https://www.learntechlib.org/primary/p/216057/.

Farber, M. (2020). Video Games Are Not Educational Technology. In Akriti Mehra (Ed.), Blue Dot TECH 2019 Special Issue (12th ed.). UNESCO MGIEP.

Farber M. (2019). Game-Based Learning as Innovative Pedagogy. In: Peters M. & Heraud R. (Eds.) Encyclopedia of Educational Innovation. Springer.

Arya, A., Gold, S., Farber, M., & Miklasz, K. (2019). ICGJ-2019-final. ACM.

Schrier, K., & Farber, M. (2019). Full paper: Open questions for games and empathy. Connected Learning Summit 2018 Conference Proceedings. Carnegie Mellon University ETC Press. https://doi.org/10.1184/R1/7793804.v1

Farber, M. (2019). Ignite (abstract): GGJ NEXT: A game jam for children. Connected Learning Summit Conference Proceedings. Carnegie Mellon University ETC Press. https://doi.org/10.1184/R1/7793804.v1

Farber, M., & Schrier, K. (2017). The strengths and limitations of using digital games as “empathy” machines. UNESCO MGIEP.

Farber, M., Isaacs, S., Millstone, J., & Dikkers, S. (2016). An inside look at getting and using games in the classroom. In K. E. H. Caldwell Williams, A. Ochnser, S. Seyler, & C. Steinkuehler (eds.), Games Learning Society 11 Conference Proceedings. Carnegie Mellon University ETC Press.

Farber, M. (2016). Using games to teach global interconnectedness. In K. E. H. Caldwell Williams, A. Ochnser, S. Seyler, & C. Steinkuehler (eds.), Games Learning Society 11 Conference Proceedings. Carnegie Mellon University ETC Press.

Farber, M., & Zieger, L. (2013). Gaming and K12 curriculum integration. In International Organization of Social Sciences and Behavioral Research Spring 2013 Conference Proceedings.  

Farber, M., & Zieger, L. (2012). Civic Participation Among Seventh-Grade Social Studies Students in Multi-User Virtual Environments. Journal of Interactive Learning Research (JILR), 23(4), 393-410. Association for the Advancement of Computing in Education (AACE).

BOOK CHAPTERS

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). 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. (2021). Gaming Literacy and Its Potential for Teaching Social and Emotional Learning to Adolescent Children. In J. Tussey, & L. Haas (Eds.), Handbook of Research on Supporting Social and Emotional Development Through Literacy Education (pp. 1-25). IGI Global. http://doi:10.4018/978-1-7998-7464-5.ch001

Farber, M. (2021). Designing, Playing, and Learning. In Ferdig, R., Gandolfi, E., & Baumgartner, B. (Eds.), Teaching the Game: A Collection of Syllabi for Game Design, Development, and Implementation (Vols. 1-2). Carnegie Mellon University ETC Press.

Farber, M., & Rutter, A. (2021). Navigating the Social and Emotional Needs of Preservice Teachers During the Anxious Uncertainties of 2020. In Ferdig, R., & Pytash, K. (Eds.). What Teacher Educators Should Have Learned From 2020. Association for the Advancement of Computing in Education (AACE).

Betts, A. L., Fabienke, N., & Farber, M. (2020). The Quest for Learning: Promoting Engagement and Disciplinary Literacy Through Game-Based Quests. In Haas, L., & Tussey, J. (Ed.), Disciplinary Literacy Connections to Popular Culture in K-12 Settings (pp. 203-230). IGI Global. http://doi:10.4018/978-1-7998-4721-2.ch010

Farber, M., & Rivers, S. (2020). Leveraging Technology for SEL Programmes. In N. Chatterjee, A. Duraiappah, & R. Ramaswamy (Eds.), Rethinking Learning: A Review of Social and Emotional Learning for Education Systems. UNESCO MGIEP.

Farber, M. (2019). In Yoko Mochizuki, & Éric Bruillard (Eds.), Rethinking Pedagogy: Exploring the Potential of Digital Technology in Achieving Quality Education. UNESCO MGIEP.

Farber, M. (2019). The Migrant Trail. In Schrier, K. (Ed.) Learning, education & games vol. 3: 100 games to use in the classroom and beyond. Carnegie Mellon University ETC Press.

Farber, M. (2018). Spotlight: How games can be the centerpiece of a lesson. In Lynn Schrum (Ed.), Learning supercharged: Digital strategies and insights from the edtech frontier. International Society for Technology in Education (ISTE).