My Google Scholar profile is more consistently updated.
Peer Reviewed Scholarly Books
Johnson, E.K. and Salter, A. (2025). Critical Making in the Age of AI. Amherst College Press. ISBN: 978-1-943208-96-8 DOI: 10.3998/mpub.14510509
Johnson, E.K. and Salter, A. (2022). Playful Pedagogy in the Pandemic: Pivoting to Games-Based Learning. New York, NY: Routledge. ISBN 9781032251264.
Peer Reviewed Journal Articles
Johnson, E.K. (2024). “Teaching Liberatory Design.” Communication Design Quarterly Special Issue on UX Pedagogy, 12, 3, 59-70. DOI: 10.1145/3658422.3658427.
Johnson, E.K. & Salter, A. (2022). Embracing Discord? The Rhetorical Consequences of Gaming Platforms as Classrooms. Computers and Composition, 65, 1-11.
Johnson, E.K. (2022). The Aural-Visual Rhetoric in Video Game Tutorials. Technical Communication Quarterly, 1-11. https://doi.org/10.1080/10572252.2021.2021452
Johnson, E.K., Giroux, A.L., Merritt, D., Vitanova, G., Sousa, S. (2020). Assessing the impact of game modalities in second language acquisition: ELLE the EndLess LEarner. Journal of Universal Computer Science, 26(8), 880-903.
Johnson, E.K. (2018). Waves: Scaffolding self-regulated learning to teach science in a whole-body educational game. Journal of Science Education and Technology. 28(2), 133-151. doi:10.1007/s10956-018-9753-1
Sabbath, R., Hanson, K., Johnson, E., Giroux, A. L., Billings, D., Garber, Z., and Zaas, P. (2017). The potential of digital media in teaching Biblical and Jewish Studies. Mentalities/Mentalités, 30, 5.
Lindgren, R., Tscholl, M., Wang, S., & Johnson, E. (2016). Enhancing learning and engagement through embodied interaction within a mixed reality simulation. Computers & Education, 95, 174-187.
Peer Reviewed Book Chapters
Vitanova, G., Johnson, E.K., Sousa, S., Giroux, A., and Merritt, D. (2022). Gameful teaching: Exploring language teacher identity and agency through videogames. In H. Kayi-Aydar and J. Reinhardt (Eds.) Language Teacher Development in Digital Contexts. John Benjamins Publishing Company.
Murray, J.T. and Johnson, E.K. (2021). XR content authoring challenges: The creator-developer divide. In J.A. Fisher (Ed.) Augmented and Mixed Reality for Communities. CRC Press.
Johnson, E. & McDaniel, R. (2020). Using procedural rhetoric to analyze patient education games: Re-Mission. In G. Hubbell (Ed.) Critical Definitions of Games: Essays in Game Criticism. McFarland.
Peer Reviewed Conference Proceedings
*indicates student author
Kong, Y.* and Johnson, E.K. (2025). Virtu-ELLE Vocabulary: Evaluating Three Second Language Acquisition VR Games. In 11th International Conference of the Immersive Learning Research Network (iLRN). DOI: https://doi.org/10.56198/tw4hct56.
Kong, Y.* and Johnson, E.K. (2024). Work-in-Progress—Cozy Games for Learning: Vocabulary Practice with Anim-ELLE Crossing. In 10th International Conference of the Immersive Learning Research Network (iLRN). DOI: https://doi.org/10.56198/U6C0WIZ5O.
Johnson, E.K. (2023). Supporting Self-Regulated Learning in a User-Centered Design Course. In Proceedings of the 41st ACM International Conference on Design of Communication.
Johnson, E. K. (2022). Miro, Miro: Student perceptions of a visual discussion board. In Proceedings of the 40th ACM International Conference on Design of Communication (pp. 96-101). DOI: 10.1145/3513130.3558983. (4,724 words).
Johnson, E.K. (2021). Just @Me: Digitally-Mediated Team Communication in a Pandemic. In 39th ACM International Conference on Design of Communication (SIGDOC ’21). Association for Computing Machinery, New York, NY: 315-318. DOI: 10.1145/3472714.3473658. (3,579 words).
Johnson, E.K. (2021). ELLE-ments of Learning: A Framework for Analyzing Multimodal Technical Communication Strategies in an Educational VR Game. In 7th International Conference of the Immersive Learning Research Network (iLRN). DOI: 10.23919/iLRN52045.2021.9459357. (3,225 words).
Johnson, E.K. & Vitanova, G. (2021). Agency and gaming in language learning. In Y-A. Clemmen (Ed.) Work and Labor in World Languages, Literatures, and Film: Selected Proceedings of the 24th Southeast Conference on Languages, Literatures, and Film. Brown-Walker Press. (3,274 words).
Johnson, E.K., Giroux, A. L., and Pineda, Y. (2020). Work-in-Progress: Context is key in immersive learning environments. Proceedings of 2020 6th International Conference of the Immersive Learning Research Network (iLRN) (pp. 320-323). IEEE. (3,661 words)
Johnson, E.K. and Giroux, A. (2019). Effective ELLE-ments: learner preferences in learning game features and mechanics. Proceedings of the Irish Conference on Game Based Learning (iGBL) 2019. http://www.igbl-conference.com/abstract-details/?abstract_id=168 (invited, extended paper for proceedings; 2,514 words).
Sullivan, A. and Johnson, E. (2019). BeadED Adventures: Crafting STEM Learning. Proceedings of the Thirteenth International Conference on Tangible, Embedded, and Embodied Interaction. Tempe, Arizona, March 17-20, 2019.351-358. ACM. https://dl.acm.org/citation.cfm?id=3300997 (3,168 words).
Johnson, E. and Sullivan, A. (2018). BeadED Adventures: Using tangible game artifacts to assist STEM Learning. International Academic Conference on Meaningful Play Proceedings, East Lansing, Michigan, October 12, 2018. ETC Press.
Johnson, E. and Sullivan, A. (2018). Facilitating undergraduate experimental game design: A pilot study with Celestial Harmony. Communications in Computer and Information Science (CCIS) conference proceedings series from Immersive Learning Research Network Conference, Missoula, Montana, June 24-29, 2018. Springer. https://link.springer.com/chapter/10.1007/978-3-319-93596-6_12
Johnson, E., Giroux, A. L., and Merritt, D. ELLE the EndLess LEarner: A second language acquisition virtual reality game. Demonstration. (2018). In Beck et al. (Eds.). Proceedings from fourth Immersive Learning Research Network Conference, Missoula, Montana, June 24-29, 2018. 136-141. University Graz University of Technology Press. https://repositorioaberto.uab.pt/bitstream/10400.2/7539/1/ilrn_2018_montana.pdf
Merritt, D. F., Johnson, E.K., Giroux, A. L. (2017). ELLE the EndLess LEarner: Exploring Second Language Acquisition Through an Endless Runner-style Video Game. Proceedings from Digital Humanities 2017 in Montreal, Canada, August 8-11, 2017.ADHO.org. https://dh2017.adho.org/program/abstracts/
Johnson, E.K., Smith, P.A., Dombrowski, M., Buyssens, R. (2017) SuperJam: Participatory design for accessible games. In Lackey, S., & Chen, J. (Eds.). (2017). Proceedings from Virtual, Augmented and Mixed Reality: 9th International Conference, VAMR 2017, Held as Part of HCII 2017, Vancouver, Canada, July 9-14, 2017, (Vol. 10280). Springer.
Tscholl, M., Lindgren, R., & Johnson, E. (2013). Enacting orbits: refining the design of a full-body learning simulation. In Proceedings of the 12th International Conference on Interaction Design and Children (pp. 451-454). ACM.
