2025
DaCosta, B. (2025). Generative AI meets adventure: Elevating text-based games for engaging language learning experiences. Open Journal of Social Sciences, 13(4), 601-644. doi: 10.4236/jss.2025.134035 [DOWNLOAD]
DaCosta, B. (2025). Speaking with the past: Constructing AI-generated historical characters for cultural heritage and learning. Heritage, 8(9), 1-27. doi: 10.3390/heritage8090387 [DOWNLOAD]
2024
DaCosta, B. (2024). Historical depictions, archaeological practices, and the construct of cultural heritage in commercial video games: The role of these games in raising awareness. Preservation, Digital Technology & Culture, 53(3), 113-132. doi: 10.1515/pdtc-2024-00288.
DaCosta, B., & Kinsell, C. (2024). Investigating media selection through ChatGPT: An exploratory study on generative artificial intelligence in the aid of instructional design. Open Journal of Social Sciences, 12(4), 187-227. doi: 10.4236/jss.2024.124014. [DOWNLOAD]
2023
DaCosta, B., & Kinsell, C. (2023). Serious games in cultural heritage: A review of practices and considerations in the design of location-based games. Education Sciences, 13(1), 1-25. doi: 10.3390/educsci13010047. [DOWNLOAD]
2020
Seok, S., & DaCosta, B. (2020). Relationships between young South Koreans’ online activities and their risk of exploitation. Journal of Online Learning Research, 6(1), 77-101. [DOWNLOAD]
2019
Seok, S., & DaCosta, B. (2019). The cyber awareness of online video game players: An examination of their online safety practices and exposure to threats. International Journal of Cyber Research and Education, 1(1), 69-77. doi: 10.4018/IJCRE.2019010108. [DOWNLOAD]
2018
Seok, S., & DaCosta, B. (2018). Problematic mobile gameplay among the world’s most intense players: A modern pandemic or casual recreational pursuit? Games and Culture, 13(4), 385-405. doi: 10.1177/1555412015616716.
Seok, S., DaCosta, B., & Hodges, R. (2018). A systematic review of empirically based universal design for learning: Implementation and effectiveness of universal design in education for students with and without disabilities at the postsecondary level. Open Journal of Social Sciences, 6(5), 171-189. doi: 10.4236/jss.2018.65014. [DOWNLOAD]
Seok, S., DaCosta, B., McHenry-Powell, M., Heitzman-Powell, L. S., & Ostmeyer, K. (2018). A systematic review of evidence-based video modeling for students with emotional and behavioral disorders. Education Sciences, 8(4), 1-17. doi: 10.3390/educsci8040170. [DOWNLOAD]
2017
Seok, S., & DaCosta, B. (2017). Digital literacy of youth and young adults with intellectual disability predicted by support needs and social maturity. Assistive Technology, 29(3), 123-130. doi: 10.1080/10400435.2016.1165759.
Seok, S., & DaCosta, B. (2017). Gender differences in teens’ digital propensity and perceptions and preferences with regard to digital and printed text. TechTrends, 61(2), 171-178. doi: 10.1007/s11528-016-0134-4.
Seok, S., & DaCosta, B. (2017). Grade point level, reading fluency, and perceived digital reading ability of video game players and nonplayers. Journal of Educational Technology Development and Exchange, 10(1), 41-53. doi: 10.18785/jetde.1001.04. [DOWNLOAD]
2016
Seok, S., & DaCosta, B. (2016). A comparison of the online learning activities and learning style preferences of young adult video game players and nonplayers. Asian Social Science, 12(3), 1-13. doi: 10.5539/ass.v12n3p1. [DOWNLOAD]
Seok, S., & DaCosta, B. (2016). Perceptions and preferences of digital and printed text and their role in predicting digital literacy. Asian Social Science, 12(5), 14-23. doi: 10.5539/ass.v12n5p14. [DOWNLOAD]
Seok, S., DaCosta, B., & Bryant, B. (2016). Dimensions underlying assistive technology (AT) practices and quality of AT outcomes from the perspective of special education professors. Journal of Educational Technology Development and Exchange, 8(2), 23-38. doi: 10.18785/jetde.0802.02. [DOWNLOAD]
2015
Seok, S., & DaCosta, B. (2015). Predicting video game behavior: An investigation of the relationship between personality and mobile game play. Games and Culture, 10(5), 481-501. doi: 10.1177/1555412014565640.
Seok, S., DaCosta, B., & Yu, B. M. (2015). Spelling practice intervention: A comparison of tablet PC and picture cards as spelling practice methods for students with developmental disabilities. Education and Training in Autism and Developmental Disabilities, 50(1), 84-94.
2014
Seok, S., & DaCosta, B. (2014). Development and standardization of an assistive technology questionnaire using factor analyses: Eight factors consisting of 67 items related to assistive technology practices. Assistive Technology, 26(1), 1-14. doi: 10.1080/10400435.2013.778917.
Seok, S., & DaCosta, B. (2014). Distinguishing addiction from high engagement: An investigation into the social lives of adolescent and young adult massively multiplayer online game players. Games and Culture, 9(4), 227-254. doi: 10.1177/1555412014538811.
Seok, S., & DaCosta, B. (2014). An investigation into the questionable practice of using excessive massively multiplayer online game play as a marker of pathological video game dependence among adolescent and young adult male players. Psychology, 5(4), 289-299. doi: 10.4236/psych.2014.54039. [DOWNLOAD]
Seok, S., & DaCosta, B. (2014). Mitigating online threats while promoting scholarship through awareness-raising interventions: A study of young people’s technology use, risky online behavior, and literacy of cyber awareness practices. International Journal of Digital Literacy and Digital Competence, 5(4), 47-61. doi: 10.4018/ijdldc.2014100104. [DOWNLOAD]
Seok, S., & DaCosta, B. (2014). Oral reading fluency as a predictor of silent reading fluency at secondary and postsecondary levels. Journal of Adolescent & Adult Literacy, 58(2), 157-166. doi: 10.1002/jaal.342.
2012
Seok, S., & DaCosta, B. (2012). The world’s most intense online gaming culture: Addiction and high-engagement prevalence rates among South Korean adolescents and young adults. Computers in Human Behavior, 28(6), 2143-2151. doi: 10.1016/j.chb.2012.06.019.
2010
Nasah, A., DaCosta, B., Kinsell, C., & Seok, S. (2010). The digital literacy debate: An investigation of digital propensity and information and communication technology. Educational Technology Research and Development, 58(5), 531-555. doi: 10.1007/s11423-010-9151-8.
Seok, S., DaCosta, B., Kinsell, C., Poggio, J. C., & Meyen, E. L. (2010). Computer-mediated intersensory learning model for students with learning disabilities. TechTrends, 54(2), 63-71. doi: 10.1007/s11528-010-0385-4.
Seok, S., DaCosta, B., Kinsell, C., & Tung, C. K. (2010). Comparison of instructors’ and students’ perceptions of the effectiveness of online courses. Quarterly Review of Distance Education, 11(1), 25-36.
2014
DaCosta, B., & Seok, S. (Eds.). (2014). Assistive technology research, practice, and theory. Hershey, PA: IGI Global. doi: 10.4018/978-1-4666-5015-2. isbn: 978-1-4666-5015-2.
2010
Seok, S., Meyen, E., & DaCosta, B. (Eds.). (2010). Handbook of research on human cognition and assistive technology: Design, accessibility and transdisciplinary perspectives. Hershey, PA: IGI Global. doi: 10.4018/978-1-61520-817-3. isbn: 978-1-61520-817-3.
2009
DaCosta, B. (2009). The effect of cognitive aging on multimedia learning: An investigation of the cognitive aging principle. Germany: VDM Verlag Dr. Muller. isbn: 978-3-639-11141-5.
2023
DaCosta, B., & Seok, S. (2023). Developing a clearer understanding of genre and mobile gameplay. In M. Khosrow-Pour (Ed.), Research anthology on game design, development, usage, and social impact (pp. 1055-1084). Hershey, PA: IGI Global. doi: 10.4018/978-1-6684-7589-8.ch050. isbn: 978-1-66847-589-8. (Reprinted from Handbook of research on immersive digital games in educational environments, pp. 201-231, by A. L. Krassmann, É. M. Hoff do Amaral, F. B. Nunes, G. Bierhalz Voss, & M. C. Zunguze, Eds., 2019, Hershey, PA: IGI Global)
Seok, S., & DaCosta, B. (2023). The cyber awareness of online video game players: An examination of their online safety practices and exposure to threats. In M. Khosrow-Pour (Ed.), Research anthology on game design, development, usage, and social impact (pp. 1470-1479). Hershey, PA: IGI Global. doi: 10.4018/978-1-6684-7589-8.ch071. isbn: 978-1-66847-589-8. (Reprinted from International Journal of Cyber Research and Education, pp. 69-77, 2019, Hershey, PA: IGI Global)
Seok, S., & DaCosta, B. (2023). A systematic review of the use of prompting for preschoolers with developmental delay. In M. Khosrow-Pour (Ed.), Research anthology on early childhood development and school transition in the digital era (pp. 467-485). Hershey, PA: IGI Global. doi: 10.4018/978-1-6684-7468-6.ch024. isbn: 978-1-66847-468-6. (Reprinted from Handbook of research on critical issues in special education for school rehabilitation practices, pp. 47-65, by A. Singh, C. J. Yeh, S. Blanchard, & L. Anunciação, Eds., 2021, Hershey, PA: IGI Global)
Seok, S., DaCosta, B., & Heitzman-Powell, L. S. (2023). Universal design in postsecondary education: A systematic review. In M. J. Spector, B. B. Lockee, & M. D. Childress (Eds.), Learning, design, and technology (pp. 4035-4058). Cham, Switzerland: Springer. doi: 10.1007/978-3-319-17461-7_163. isbn: 978-3-319-17460-0. (Reprinted from Learning, design, and technology, pp. 1-24, by M. J. Spector, B. B. Lockee, & M. D. Childress, Eds., 2020, Cham, Switzerland: Springer)
2021
Seok, S., & DaCosta, B. (2021). A systematic review of the use of prompting for preschoolers with developmental delay. In A. Singh, C. J. Yeh, S. Blanchard, & L. Anunciação (Eds.), Handbook of research on critical issues in special education for school rehabilitation practices (pp. 47-65). Hershey, PA: IGI Global. doi: 10.4018/978-1-7998-7630-4.ch003. isbn: 978-1-7998-7630-4. [DOWNLOAD]
2020
DaCosta, B., & Seok, S. (2020). Cybercrime in online gaming. In M. Khosrow-Pour (Ed.), Encyclopedia of criminal activities and the deep web (Vol. 1, pp. 881-892). Hershey, PA: IGI Global. doi: 10.4018/978-1-5225-9715-5.ch059. isbn: 978-1-52259-715-5. [DOWNLOAD]
Seok, S., DaCosta, B., & Heitzman-Powell, L. S. (2020). Universal design in postsecondary education: A systematic review. In M. J. Spector, B. B. Lockee, & M. D. Childress (Eds.), Learning, design, and technology (pp. 1-24). Cham, Switzerland: Springer. doi: 10.1007/978-3-319-17727-4_163-1. isbn: 978-3-319-17727-4.
2019
DaCosta, B., & Seok, S. (2019). Developing a clearer understanding of genre and mobile gameplay. In A. L. Krassmann, É. M. Hoff do Amaral, F. B. Nunes, G. Bierhalz Voss, & M. C. Zunguze (Eds.), Handbook of research on immersive digital games in educational environments (pp. 201-231). Hershey, PA: IGI Global. doi: 10.4018/978-1-5225-5790-6.ch008. isbn: 978-1-5225-5790-6. [DOWNLOAD]
DaCosta, B., Seok, S., & Kinsell, C. (2019). Mobile game-based learning. In M. Khosrow-Pour (Ed.), Advanced methodologies and technologies in modern education delivery (Vol. 2, pp. 809-824). Hershey, PA: IGI Global. doi: 10.4018/978-1-5225-7365-4.ch063. isbn: 978-1-52257-365-4. (Reprinted from Encyclopedia of information science and technology, Fourth Edition, pp. 6361-6375, by M. Khosrow-Pour, Ed., 2018, Hershey, PA: IGI Global)
Seok, S., & DaCosta, B. (2019). Mitigating online threats while promoting scholarship through awareness-raising interventions: A study of young people’s technology use, risky online behavior, and literacy of cyber awareness practices. In Information Resources Management Association (Ed.), Internet and technology addiction: Breakthroughs in research and practice (Vol. 1, pp. 760-776). Hershey, PA: IGI Global. doi: 10.4018/978-1-5225-8900-6.ch043. isbn: 978-1-52258-900-6. (Reprinted from International Journal of Digital Literacy and Digital Competence, pp. 47-61, by A. Cartelli, Ed., 2014, Hershey, PA: IGI Global)
2018
DaCosta, B., Seok, S., & Kinsell, C. (2018). Mobile game-based learning. In M. Khosrow-Pour (Ed.), Encyclopedia of information science and technology, Fourth Edition (Vol. VIII, pp. 6361-6375). Hershey, PA: IGI Global. doi: 10.4018/978-1-5225-2255-3.ch553. isbn: 978-1-52252-255-3. [DOWNLOAD]
2017
DaCosta, B., & Seok, S. (2017). Factors that explain adolescent and young adult mobile game play, part 1: A quantitative examination of the characteristics describing the casual player. In R. Zheng & M. Gardner (Eds.), Handbook of research on serious games for educational applications (pp. 320-339). Hershey, PA: IGI Global. doi: 10.4018/978-1-5225-0513-6.ch015. isbn: 978-1-5225-0513-6. [DOWNLOAD]
DaCosta, B., & Seok, S. (2017). Factors that explain adolescent and young adult mobile game play, part 2: A quantitative examination of the casual player in the context of age and gender. In R. Zheng & M. Gardner (Eds.), Handbook of research on serious games for educational applications (pp. 340-365). Hershey, PA: IGI Global. doi: 10.4018/978-1-5225-0513-6.ch016. isbn: 978-1-5225-0513-6. [DOWNLOAD]
Seok, S., & DaCosta, B. (2017). Educational support at school for students with autism spectrum disorder, intellectual and developmental disabilities: The relationship between teachers’ priorities, students’ achievements, and educational implementation. In Y. Kats (Ed.), Supporting the education of children with autism spectrum disorder (pp. 66-84). Hershey, PA: IGI Global. doi: 10.4018/978-1-5225-0816-8.ch005. isbn: 978-1-5225-0816-8. [DOWNLOAD]
2016
Jin, S., DaCosta, B., & Seok, S. (2016). Social skills development for children with autism spectrum disorders through the use of interactive storytelling games. In Information Resources Management Association (Ed.), Special and gifted education: Concepts, methodologies, tools, and applications (Vol. 3, pp. 1631-1647). Hershey, PA: IGI Global. doi: 10.4018/978-1-5225-0034-6.ch070. isbn: 978-1-5225-0034-6. (Reprinted from Assistive technology research, practice, and theory, pp. 57-74, by B. DaCosta & S. Seok, Eds., 2014, Hershey, PA: IGI Global)
Seok, S., DaCosta, B., & Kim, W. (2016). Ecological perspectives surrounding the design of self-determination-enhanced problem-based learning as a formative intervention for students with disabilities in inclusive settings. In Information Resources Management Association (Ed.), Human-computer interaction: Concepts, methodologies, tools, and applications (Vol. 1, pp. 330-348). Hershey, PA: IGI Global. doi: 10.4018/978-1-4666-8789-9.ch014. isbn: 978-1-4666-8789-9. (Reprinted from Assistive technology research, practice, and theory, pp. 57-74, by B. DaCosta & S. Seok, Eds., 2014, Hershey, PA: IGI Global)
Seok, S., DaCosta, B., & Kim, W. (2016). Ecological perspectives surrounding the design of self-determination-enhanced problem-based learning as a formative intervention for students with disabilities in inclusive settings. In Information Resources Management Association (Ed.), Leadership and personnel management: Concepts, methodologies, tools, and applications (Vol. 1, pp. 365-383). Hershey, PA: IGI Global. doi: 10.4018/978-1-4666-9624-2.ch017. isbn: 978-1-4666-9624-2. (Reprinted from Assistive technology research, practice, and theory, pp. 57-74, by B. DaCosta & S. Seok, Eds., 2014, Hershey, PA: IGI Global)
2015
DaCosta, B., & Seok, S. (2015). A step toward assistive technology evidence-based practices: Latent dimensions of information and communication technology. In Information Resources Management Association (Ed.), Gamification: Concepts, methodologies, tools, and applications (Vol. 3, pp. 1184-1211). Hershey, PA: IGI Global. doi: 10.4018/978-1-4666-8200-9.ch058. isbn: 978-1-4666-8200-9. (Reprinted from Assistive technology research, practice, and theory, pp. 99-126, by B. DaCosta & S. Seok, Eds., 2014, Hershey, PA: IGI Global)
DaCosta, B., Seok, S., & Kinsell, C. (2015). Mobile games and learning. In Z. Yan (Ed.), Encyclopedia of mobile phone behavior (Vol. 1, pp. 46-60). Hershey, PA: IGI Global. doi: 10.4018/978-1-4666-8239-9.ch004. isbn: 978-1-4666-8239-9. [DOWNLOAD]
Kinsell, C., DaCosta, B., & Nasah, A. (2015). Simulation games as interventions in the promotion of social skills development among children with autism spectrum disorders. In Information Resources Management Association (Ed.), Gamification: Concepts, methodologies, tools, and applications (Vol. 4, pp. 1788-1808). Hershey, PA: IGI Global. doi: 10.4018/978-1-4666-8200-9.ch090. isbn: 978-1-4666-8200-9. (Reprinted from Assistive technology research, practice, and theory, pp. 160-180, by B. DaCosta & S. Seok, Eds., 2014, Hershey, PA: IGI Global)
2014
DaCosta, B., & Seok, S. (2014). Preface. In B. DaCosta & S. Seok (Eds.), Assistive technology research, practice, and theory (pp. xix-xxvi). Hershey, PA: IGI Global. doi: 10.4018/978-1-4666-5015-2.
DaCosta, B., & Seok, S. (2014). A step toward assistive technology evidence-based practices: Latent dimensions of information and communication technology. In B. DaCosta & S. Seok (Eds.), Assistive technology research, practice, and theory (pp. 99-126). Hershey, PA: IGI Global. doi: 10.4018/978-1-4666-5015-2.ch008. [DOWNLOAD]
Jin, S., DaCosta, B., & Seok, S. (2014). Social skills development for children with autism spectrum disorders through the use of interactive storytelling games. In B. DaCosta & S. Seok (Eds.), Assistive technology research, practice, and theory (pp. 144-159). Hershey, PA: IGI Global. doi: 10.4018/978-1-4666-5015-2.ch010. [DOWNLOAD]
Kinsell, C., & DaCosta, B. (2014). A 15 factor and 157 item checklist for assessing website usability and accessibility. In B. DaCosta & S. Seok (Eds.), Assistive technology research, practice, and theory (pp. 252-276). Hershey, PA: IGI Global. doi: 10.4018/978-1-4666-5015-2.ch017. [DOWNLOAD]
Kinsell, C., DaCosta, B., & Nasah, A. (2014). Simulation games as interventions in the promotion of social skills development among children with autism spectrum disorders. In B. DaCosta & S. Seok (Eds.), Assistive technology research, practice, and theory (pp. 160-180). Hershey, PA: IGI Global. doi: 10.4018/978-1-4666-5015-2.ch011. [DOWNLOAD]
Seok, S., DaCosta, B., & Kim, W. (2014). Ecological perspectives surrounding the design of self-determination-enhanced problem-based learning as a formative intervention for students with disabilities in inclusive settings. In B. DaCosta & S. Seok (Eds.), Assistive technology research, practice, and theory (pp. 57-74). Hershey, PA: IGI Global. doi: 10.4018/978-1-4666-5015-2.ch005. [DOWNLOAD]
2013
DaCosta, B., Kinsell, C., & Nasah, A. (2013). Millennials are digital natives? An investigation into digital propensity and age. In Information Resources Management Association (Ed.), Digital literacy: Concepts, methodologies, tools, and applications (Vol. 1, pp. 103-119). Hershey, PA: IGI Global. doi: 10.4018/978-1-4666-1852-7.ch006. isbn: 978-1-4666-1852-7. (Reprinted from Teaching, learning, and the Net Generation: Concepts and tools for reaching digital learners, pp. 90-106, by S. P. Ferris, Ed., 2011, Hershey, PA: IGI Global)
2011
DaCosta, B., Kinsell, C., & Nasah, A. (2011). Millennials are digital natives? An investigation into digital propensity and age. In S. P. Ferris (Ed.), Teaching, learning, and the Net Generation: Concepts and tools for reaching digital learners (pp. 90-106). Hershey, PA: IGI Global. doi: 10.4018/978-1-61350-347-8.ch006. isbn: 978-1-61350-347-8. [DOWNLOAD]
DaCosta, B., Nasah, A., Kinsell, C., & Seok, S. (2011). Digital propensity: An investigation of video game and information and communication technology practices. In P. Felicia (Ed.), Handbook of research on improving learning and motivation through educational games: Multidisciplinary approaches (pp. 1148-1173). Hershey, PA: IGI Global. doi: 10.4018/978-1-60960-495-0.ch052. isbn: 978-1-60960-495-0. [DOWNLOAD]
2010
DaCosta, B., & Seok, S. (2010). Human cognition in the design of assistive technology for those with learning disabilities. In S. Seok, E. Meyen, & B. DaCosta (Eds.), Handbook of research on human cognition and assistive technology: Design, accessibility and transdisciplinary perspectives (pp. 1-20). Hershey, PA: IGI Global. doi: 10.4018/978-1-61520-817-3.ch001. [DOWNLOAD]
DaCosta, B., & Seok, S. (2010). Managing cognitive load in the design of assistive technology for those with learning disabilities. In S. Seok, E. Meyen, & B. DaCosta (Eds.), Handbook of research on human cognition and assistive technology: Design, accessibility and transdisciplinary perspectives (pp. 21-42). Hershey, PA: IGI Global. doi: 10.4018/978-1-61520-817-3.ch002. [DOWNLOAD]
DaCosta, B., & Seok, S. (2010). Multimedia design of assistive technology for those with learning disabilities. In S. Seok, E. Meyen, & B. DaCosta (Eds.), Handbook of research on human cognition and assistive technology: Design, accessibility and transdisciplinary perspectives (pp. 43-60). Hershey, PA: IGI Global. doi: 10.4018/978-1-61520-817-3.ch003. [DOWNLOAD]
2015
Seok, S., & DaCosta, B. (2015). Mobile Game Play Questionnaire [Database record]. APA PsycTests. doi: 10.1037/t47770-000.
2014
Seok, S., & DaCosta, B. (2014). Assistive Technology Questionnaire [Database record]. APA PsycTests. doi: 10.1037/t45168-000.
2012
Seok, S., & DaCosta, B. (2012). Online Video Game Addiction Questionnaire [Database record]. APA PsycTests. doi: 10.1037/t32937-000.
2010
Nasah, A., DaCosta, B., Kinsell, C., & Seok, S. (2010). Digital Propensity Index (DPI) [Database record]. APA PsycTests. doi: 10.1037/t60432-000.
2025
DaCosta, B. (2025). Crafting digital personas of historical figures for education through generative AI: Examining their accuracy, authenticity, and reliability. In R. J. Cohen (Ed.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 605-610). Orlando, FL: Association for the Advancement of Computing in Education. [PLAY]
DaCosta, B. (2025). Dynamic narratives: Exploring language acquisition through AI-driven text-based games. In R. J. Cohen (Ed.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 611-616). Orlando, FL: Association for the Advancement of Computing in Education. [PLAY]
2024
DaCosta, B., & Kinsell, C. (2024). Enhancing instructional design with generative AI: A comparative analysis of media selection using ChatGPT. In J. Cohen & G. Solano (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 68-73). Las Vegas, NV: Association for the Advancement of Computing in Education. [PLAY]
2022
DaCosta, B. (2022). An examination of archaeological and cultural heritage misrepresentations in commercial video games and the role of these games in raising awareness about issues of importance to cultural identities. In L. Langran & D. Henriksen (Eds.), Proceedings of Society for Information Technology & Teacher Education Interactive 2022 Online Conference (pp. 315-320). Online: Association for the Advancement of Computing in Education. [PLAY]
DaCosta, B., & Kinsell, C. (2022). The seriousness of location-based games to raise awareness about cultural heritage: A review of best design practices and considerations. In L. Langran & D. Henriksen (Eds.), Proceedings of Society for Information Technology & Teacher Education Interactive 2022 Online Conference (pp. 321-326). Online: Association for the Advancement of Computing in Education. [PLAY]
2021
DaCosta, B., & Seok, S. (2021, March). Evidence for the use of universal design in postsecondary education. Poster presented at the Council for Exceptional Children 2021 Convention and Expo. Online: Council for Exceptional Children. [PLAY]
Muller, C., DaCosta, B., & Kinsell, C. (2021). Exploring mobile, location-based games in the context of cultural heritage. In E. Langran & L. Archambault (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 430-435). Online: Association for the Advancement of Computing in Education. [PLAY]
Seok, S., & DaCosta, B. (2021, January). Prompting and its effectiveness in early childhood education: The findings of a systematic review. Poster presented at the 22nd International Conference on Autism, Intellectual Disability and Developmental Disabilities. Clearwater Beach, FL. Council for Exceptional Children: Division on Autism and Developmental Disabilities. [PLAY]
Seok, S., & DaCosta, B. (2021, March). A systematic investigation on the use of prompting and its effectiveness for preschoolers with developmental delay. Poster presented at the Council for Exceptional Children 2021 Convention and Expo. Online: Council for Exceptional Children. [PLAY]
Seok, S., & DaCosta, B. (2021, March). Video modeling as an evidence-based practice for students with emotional and behavior disorders. Poster presented at the Council for Exceptional Children 2021 Convention and Expo. Online: Council for Exceptional Children. [PLAY]
2020
DaCosta, B., & Seok, S. (2020). Mobile gameplay from the perspective of video game genre. In E. Langran (Ed.), Proceedings of Society for Information Technology & Teacher Education Interactive 2020 Online Conference (pp. 125-130). Online: Association for the Advancement of Computing in Education. [PLAY]
DaCosta, B., & Seok, S. (2020). Video game players and their online safety. In E. Langran (Ed.), Proceedings of Society for Information Technology & Teacher Education Interactive 2020 Online Conference (pp. 131-135). Online: Association for the Advancement of Computing in Education. [PLAY]
DaCosta, B., & Seok, S. (2020, November). The online practices of gamers and the need for cyber awareness interventions and training. Paper presented at the 2020 Annual Convention of the Association for Educational Communications and Technology. Jacksonville, FL: Association for Educational Communications and Technology. [PLAY]
Seok, S., & DaCosta, B. (2020, June). Achieving reading competency: The influence of gender on perceptions and behaviors between digital and print text. Paper presented at the 144th Annual Meeting of the American Association on Intellectual and Developmental Disabilities. Pittsburgh, PA: American Association on Intellectual and Developmental Disabilities. doi: 10.13140/RG.2.2.19684.60804. (Conference canceled) [DOWNLOAD]
Seok, S., & DaCosta, B. (2020, June). Today’s adolescents and young adults, their mobile gaming habits, and the potential for learning. Poster presented at the 144th Annual Meeting of the American Association on Intellectual and Developmental Disabilities. Pittsburgh, PA: American Association on Intellectual and Developmental Disabilities. doi: 10.13140/RG.2.2.26395.49440. (Conference canceled) [DOWNLOAD]
Seok, S., & DaCosta, B. (2020, November). The effectiveness of universal design for learning for postsecondary students with disabilities. Paper presented at the 2020 Annual Convention of the Association for Educational Communications and Technology. Jacksonville, FL: Association for Educational Communications and Technology. [PLAY]
Seok, S., & DaCosta, B. (2020, November). Enhancing the writing and reading skills of students with disabilities using tablets. Paper presented at the 2020 Annual Convention of the Association for Educational Communications and Technology. Jacksonville, FL: Association for Educational Communications and Technology. [PLAY]
Seok, S., & DaCosta, B. (2020, November). Video modeling as an effective evidence-based practice for students with emotional and behavioral disorders. Paper presented at the 2020 Annual Convention of the Association for Educational Communications and Technology. Jacksonville, FL: Association for Educational Communications and Technology. [PLAY]
2019
Seok, S., & DaCosta, B. (2019). Examining the relationships between youths’ online activities and different types of online dangers. In K. Graziano (Ed.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 904-909). Las Vegas, NV, United States: Association for the Advancement of Computing in Education.
Seok, S., & DaCosta, B. (2019). Video games as a literacy tool: A comparison of players’ and nonplayers’ grades, reading test scores, and self-perceived digital reading ability. In K. Graziano (Ed.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 777-781). Las Vegas, NV, United States: Association for the Advancement of Computing in Education.
Seok, S., & DaCosta, B. (2019, January). Assistive technology evaluation from the perspective of the subject matter expert. Poster presented at the Council for Exceptional Children 2019 Convention and Expo. Indianapolis, IN: Council for Exceptional Children.
Seok, S., & DaCosta, B. (2019, June). A critical review of 13 years of universal design for learning in postsecondary education for students with and without disabilities. Poster presented at the 143rd Annual Meeting of the American Association on Intellectual and Developmental Disabilities. St. Paul, MN: American Association on Intellectual and Developmental Disabilities.
Seok, S., & DaCosta, B. (2019, June). A critical review of 14 years of video modeling as an effective evidence-based practice for students with emotional and behavioral disorders. Poster presented at the 143rd Annual Meeting of the American Association on Intellectual and Developmental Disabilities. St. Paul, MN: American Association on Intellectual and Developmental Disabilities.
2018
DaCosta, B., & Seok, S. (2018). The digital propensity of today’s students and the role of video game play on online learning activities and learning preferences. In E. Langran & J. Borup (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 411-415). Washington, DC: Association for the Advancement of Computing in Education.
DaCosta, B., & Seok, S. (2018). A quantitative examination of mobile game players, their gaming habits, and the potential of mobile games for learning. In E. Langran & J. Borup (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 737-742). Washington, DC: Association for the Advancement of Computing in Education.
DaCosta, B., & Seok, S. (2018, June). Evidence for the video game player disposition: Their ICT use and online learning activities and style preferences. Poster presented at the 142nd Annual Meeting of the American Association on Intellectual and Developmental Disabilities. St. Louis, MO: American Association on Intellectual and Developmental Disabilities.
DaCosta, B., & Seok, S. (2018, June). Video games as a literacy tool and the challenges of integrating digital technology into reading curricula. Poster presented at the 142nd Annual Meeting of the American Association on Intellectual and Developmental Disabilities. St. Louis, MO: American Association on Intellectual and Developmental Disabilities.
DaCosta, B., & Seok, S. (2018, June). Ways to achieve student literacy using digital and print text: An investigation of perceptions, preferences, and behaviors. Poster presented at the 142nd Annual Meeting of the American Association on Intellectual and Developmental Disabilities. St. Louis, MO: American Association on Intellectual and Developmental Disabilities.
Seok, S., & DaCosta, B. (2018). Ensuring the educational success of students with special needs through proper assistive technology implementation. In M. Simonson & D. Seepersaud (Eds.), Proceedings of the 2018 Annual Convention of the Association for Educational Communications and Technology (pp. 151-159). Kansas City, MO: Association for Educational Communications and Technology.
Seok, S., & DaCosta, B. (2018). Learning outcomes increase for students with intellectual disability when special education teachers hold more priorities focused on educational supports. In E. Langran & J. Borup (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 1993-1998). Washington, DC: Association for the Advancement of Computing in Education.
Seok, S., & DaCosta, B. (2018, February). The digital propensity of students with intellectual disability and their support needs. Poster presented at the Council for Exceptional Children 2018 Convention and Expo. Tampa, FL: Council for Exceptional Children.
Seok, S., & DaCosta, B. (2018, October). A quality assessment assistive technology instrument to enhance evidence-based special education practices. Paper presented at the 2018 Annual Convention of the Association for Educational Communications and Technology. Kansas City, MO: Association for Educational Communications and Technology.
Seok, S., & DaCosta, B. (2018, October). A quantitative study exploring factors that influence students’ use of information and communications technology. Paper presented at the 2018 Annual Convention of the Association for Educational Communications and Technology. Kansas City, MO: Association for Educational Communications and Technology.
Seok, S., & DaCosta, B. (2018, October). Video games and reading literacy? The grades and reading scores of gamers and nongamers. Paper presented at the 2018 Annual Convention of the Association for Educational Communications and Technology. Kansas City, MO: Association for Educational Communications and Technology.
2017
DaCosta, B., & Seok, S. (2017). Mobile game-based learning: Exploring the anytime, anywhere, and on any device characteristics of mobile devices. In P. Resta & S. Smith (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 752-756). Chesapeake, VA: Association for the Advancement of Computing in Education.
DaCosta, B., & Seok, S. (2017, November). The information and communication technology disposition of gamers and implications in educational contexts. Paper presented at the 2017 Annual Convention of the Association for Educational Communications and Technology. Jacksonville, FL: Association for Educational Communications and Technology.
DaCosta, B., & Seok, S. (2017, November). Promoting the educational possibilities of the Internet while safeguarding today’s youth. Paper presented at the 2017 Annual Convention of the Association for Educational Communications and Technology. Jacksonville, FL: Association for Educational Communications and Technology.
Seok, S., & DaCosta, B. (2017). Achieving reading competency: Factors that influence perceptions and behaviors with regard to digital vs. print text. In P. Resta & S. Smith (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 1414-1419). Chesapeake, VA: Association for the Advancement of Computing in Education.
Seok, S., & DaCosta, B. (2017, June). Digital propensity predictors and gender reading differences of digital and print text. Paper presented at the Texas Council for Exceptional Children 2017 State Conference. Austin, TX: Council for Exceptional Children.
Seok, S., & DaCosta, B. (2017, June). Mobile game-based learning: Promoting active play, social interaction, and collaboration in real-world settings. Poster presented at the 141st Annual Meeting of the American Association on Intellectual and Developmental Disabilities. Hartford, CT: American Association on Intellectual and Developmental Disabilities.
Seok, S., & DaCosta, B. (2017, June). The role of instructional delivery method on learning for students with disabilities. Paper presented at the Texas Council for Exceptional Children 2017 State Conference. Austin, TX: Council for Exceptional Children.
Seok, S., & DaCosta, B. (2017, June). Towards the development of a standardized instrument for assistive technology assessment and selection in the context of information and communication technology. Poster presented at the 141st Annual Meeting of the American Association on Intellectual and Developmental Disabilities. Hartford, CT: American Association on Intellectual and Developmental Disabilities.
Seok, S., & DaCosta, B. (2017, November). Achieving student reading competency in digital and print text. Paper presented at the 2017 Annual Convention of the Association for Educational Communications and Technology. Jacksonville, FL: Association for Educational Communications and Technology.
2016
DaCosta, B., Joseph, R. R., & Seok, S. (2016, June). Dimensions of quality of assistive technology (AT) outcomes applicable to evidence-based AT implementation. Paper presented at the Texas Council for Exceptional Children 2016 State Conference. Austin, TX: Council for Exceptional Children.
DaCosta, B., & Seok, S. (2016, April). Gamers are more digitally adept? Video games and educating students in the digital information age. Poster presented at the 2016 Annual Meeting of the American Educational Research Association. Washington, DC: American Educational Research Association.
DaCosta, B., & Seok, S. (2016, October). The technological prowess of today’s students: Video games, online learning activities, and learning style preferences. Paper presented at the 2016 Annual Convention of the Association for Educational Communications and Technology. Las Vegas, NV: Association for Educational Communications and Technology.
DaCosta, B., & Seok, S. (2016, October). Why do we play mobile games? A study quantitatively examining characteristics of the casual player. Paper presented at the 2016 Annual Convention of the Association for Educational Communications and Technology. Las Vegas, NV: Association for Educational Communications and Technology.
DaCosta, B., Seok, S., & Kinsell, C. (2016, April). Differences between video game players and nonplayers in the context of online learning activities and style preferences. Paper presented at the 27th International Conference on College Teaching and Learning. Jacksonville, FL: Florida State College at Jacksonville.
Seok, S., & DaCosta, B. (2016, April). Comprehension and the relationship between silent and oral reading fluency. Poster presented at the Council for Exceptional Children 2016 Convention and Expo. St. Louis, MO: Council for Exceptional Children.
Seok, S., & DaCosta, B. (2016, April). Korean translation of the supports intensity scale for children: A pilot study. Poster presented at the Council for Exceptional Children 2016 Convention and Expo. St. Louis, MO: Council for Exceptional Children.
Seok, S., & DaCosta, B. (2016, June). The critical importance of fluency for reading comprehension among secondary and postsecondary students. Poster presented at the 140th Annual Meeting of the American Association on Intellectual and Developmental Disabilities. Atlanta, GA: American Association on Intellectual and Developmental Disabilities.
Seok, S., & DaCosta, B. (2016, June). Distinct preferences with regard to instructional delivery method and its impact on learning among students with disabilities. Poster presented at the 140th Annual Meeting of the American Association on Intellectual and Developmental Disabilities. Atlanta, GA: American Association on Intellectual and Developmental Disabilities.
Seok, S., & DaCosta, B. (2016, June). Reducing abandonment through the proper evaluation of needs and functionality prior to and during assistive technology device use. Poster presented at the 140th Annual Meeting of the American Association on Intellectual and Developmental Disabilities. Atlanta, GA: American Association on Intellectual and Developmental Disabilities.
Seok, S., & DaCosta, B. (2016, October). Prediction equations between teachers’ priorities and students’ achievement levels in hidden dimensions of curricula. Paper presented at the 2016 Annual Convention of the Association for Educational Communications and Technology. Las Vegas, NV: Association for Educational Communications and Technology.
Seok, S., DaCosta, B., & Kinsell, C. (2016, April). An investigation into age, income, and gender as determinants of information and communication technology usage. Poster presented at the 27th International Conference on College Teaching and Learning. Jacksonville, FL: Florida State College at Jacksonville.
Seok, S., DaCosta, B., & Kinsell, C. (2016, April). Online behavior, common forms of online abuse, and safeguarding today’s youth. Poster presented at the 27th International Conference on College Teaching and Learning. Jacksonville, FL: Florida State College at Jacksonville.
2015
DaCosta, B., & Seok, S. (2015, April). Mitigating online risk through education: Investigating the technology use and online behavior of young people. Paper presented at the 2015 Annual Meeting of the American Educational Research Association. Chicago, IL: American Educational Research Association.
DaCosta, B., & Seok, S. (2015, April). Mobile game play: A casual activity for the majority of players. Paper presented at the 2015 Annual Meeting of the American Educational Research Association. Chicago, IL: American Educational Research Association.
DaCosta, B., & Seok, S. (2015, October). Ill-tempered birds, zombie-defending plants... and a candy-loving monster: How a cast of characters saved us from boredom. Poster presented at the 21st Annual Online Learning Consortium International Conference. Orlando, FL: Online Learning Consortium.
DaCosta, B., & Seok, S. (2015, October). Video game players hold a digital advantage? An investigation into ICT disposition, learning styles, and online activities. Poster presented at the 21st Annual Online Learning Consortium International Conference. Orlando, FL: Online Learning Consortium.
Seok, S., & DaCosta, B. (2015, April). Embedding learning in authentic environments: The location-aware properties of mobile devices and their potential for game-based learning. Poster presented at the 26th International Conference on College Teaching and Learning. Ponte Vedra Beach, FL: Florida State College at Jacksonville.
Seok, S., & DaCosta, B. (2015, April). The need for validation research: Identifying factors that underlie quality assistive technology practice. Paper presented at the 26th International Conference on College Teaching and Learning. Ponte Vedra Beach, FL: Florida State College at Jacksonville.
Seok, S., & DaCosta, B. (2015, April). Promoting online safety through literacy: Recommendations for the development and refinement of cyber awareness-raising training and interventions. Poster presented at the 26th International Conference on College Teaching and Learning. Ponte Vedra Beach, FL: Florida State College at Jacksonville.
Seok, S., & DaCosta, B. (2015, June). Improving social marginalization from the benefits of information and communication technology: An investigation into the significance of support intensity and social maturity in promoting digital propensity among youth and young adults with intellectual disability. Poster presented at the 139th Annual Meeting of the American Association on Intellectual and Developmental Disabilities. Louisville, KY: American Association on Intellectual and Developmental Disabilities.
Seok, S., & DaCosta, B. (2015, June). Rating proximity between items for an assistive technology evaluation instrument using multidimensional scaling from the perspective of the subject matter expert: A validation study. Poster presented at the 139th Annual Meeting of the American Association on Intellectual and Developmental Disabilities. Louisville, KY: American Association on Intellectual and Developmental Disabilities.
Seok, S., & DaCosta, B. (2015, June). Teaching 21st century learning skills to students with disabilities in inclusive settings: An investigation into the relationship between problem-based learning and self-determination. Poster presented at the 139th Annual Meeting of the American Association on Intellectual and Developmental Disabilities. Louisville, KY: American Association on Intellectual and Developmental Disabilities.
Seok, S., & DaCosta, B. (2015, November). The cyber victimization of young people — An investigation into risk, impact, and prevention. Paper presented at the 2015 Annual Convention of the Association for Educational Communications and Technology. Indianapolis, IN: Association for Educational Communications and Technology.
Seok, S., & DaCosta, B. (2015, November). Individuals with intellectual disability: Higher social maturity and less support needs means stronger digital propensity. Paper presented at the 2015 Annual Convention of the Association for Educational Communications and Technology. Indianapolis, IN: Association for Educational Communications and Technology.
Seok, S., & DaCosta, B. (2015, November). Mobile games: Moving learning outside of the classroom by blending the virtual and real world. Paper presented at the 2015 Annual Convention of the Association for Educational Communications and Technology. Indianapolis, IN: Association for Educational Communications and Technology.
2014
Seok, S., & DaCosta, B. (2014, April). Comparing tablet personal computer and picture cards as a spelling practice intervention in assisting students with developmental disabilities. Paper presented at the 5th Annual KAERA Conference and Workshop. Philadelphia, PA: Korean-American Educational Researchers Association.
Seok, S., & DaCosta, B. (2014, April). Enhancing evidence-based practices to reduce assistive technology abandonment: A quality assessment measurement. Poster presented at the Council for Exceptional Children 2014 Convention and Expo. Philadelphia, PA: Council for Exceptional Children.
Seok, S., & DaCosta, B. (2014, April). Evidence-based assistive technology implementation: Toward a scale for assessing quality and outcomes. Paper presented at the 5th Annual KAERA Conference and Workshop. Philadelphia, PA: Korean-American Educational Researchers Association.
Seok, S., & DaCosta, B. (2014, April). Hidden dimensions of curricula for students with intellectual disabilities based on special education teachers’ priorities. Paper presented at the 2014 Annual Meeting of the American Educational Research Association. Philadelphia, PA: American Educational Research Association.
Seok, S., & DaCosta, B. (2014, June). The assessment of the psychometric properties of the Korean Supports Intensity Scale for Children. Paper presented at the 138th Annual Meeting of the American Association on Intellectual and Developmental Disabilities. Orlando, FL: American Association on Intellectual and Developmental Disabilities.
Seok, S., & DaCosta, B. (2014, June). Teacher-reported priorities for educational supports for children with intellectual disabilities. Poster presented at the 138th Annual Meeting of the American Association on Intellectual and Developmental Disabilities. Orlando, FL: American Association on Intellectual and Developmental Disabilities.
Seok, S., & DaCosta, B. (2014, October). The Big Five Inventory personality traits as predictors of adolescent and young adult mobile gaming behavior. Poster presented at the 20th Annual Online Learning Consortium International Conference. Orlando, FL: Online Learning Consortium.
Seok, S., & DaCosta, B. (2014, October). Preference for instructional delivery method on the development of literacy skills among students with disabilities. Poster presented at the 20th Annual Online Learning Consortium International Conference. Orlando, FL: Online Learning Consortium.
Seok, S., DaCosta, B., & Kinsell, C. (2014, November). Mobile games — An unhealthy distraction or nothing more than a way to pass the time? Paper presented at the 2014 Annual Convention of the Association for Educational Communications and Technology. Jacksonville, FL: Association for Educational Communications and Technology.
Seok, S., DaCosta, B., & Kinsell, C. (2014, November). Use of oral reading fluency in predicting silent reading fluency among secondary and postsecondary students. Paper presented at the 2014 Annual Convention of the Association for Educational Communications and Technology. Jacksonville, FL: Association for Educational Communications and Technology.
Seok, S., DaCosta, B., & Kinsell, C. (2014, November). What does personality tell us about the mobile gaming behavior of young people? Paper presented at the 2014 Annual Convention of the Association for Educational Communications and Technology. Jacksonville, FL: Association for Educational Communications and Technology.
2013
DaCosta, B., & Seok, S. (2013, April). Communicating, socializing, downloading and sharing, gaming, and learning online: An investigation into the information and communication technology preferences and practices of South Korean postsecondary students. Paper presented at the 4th Annual KAERA Conference and Workshop. San Francisco, CA: Korean-American Educational Researchers Association.
Seok, S., & DaCosta, B. (2013, April). Age, gender, and income in the context of latent factors of information and communication technology. Paper presented at the 2013 Annual Meeting of the American Educational Research Association. San Francisco, CA: American Educational Research Association.
Seok, S., & DaCosta, B. (2013, April). Students with disabilities in inclusive settings: The use of problem-based learning as a formative intervention. Paper presented at the 4th Annual KAERA Conference and Workshop. San Francisco, CA: Korean-American Educational Researchers Association.
Seok, S., & DaCosta, B. (2013, November). Socially inept MMOG dwellers? A study of interpersonal relationships in the context of addiction and high engagement. Paper presented at the 2013 World Education Research Association Focal Meeting. Guanajuato, Mexico: XII National Congress for Education Research, sponsored by the Consejo Mexicano de Investigacion Educativa (Mexican Society for Educational Research) and Guanajuato University.
2012
Seok, S., & DaCosta, B. (2012, December). Distinguishing between addiction and high engagement in the context of MMOGs: An investigation into meaningful prevalence rates. Paper presented at the 2012 World Education Research Association Focal Meeting. Sydney, Australia: Joint International Conference of the Australian Association for Research in Education and the Asia Pacific Educational Research Association.
2008
Kinsell, C., & DaCosta, B. (2008). Investigating the effects of simulation on transfer in a high risk confrontational setting. In M. Simonson (Ed.), Proceedings of the 2008 Annual Convention of the Association for Educational Communications and Technology (pp. 152-166). Orlando, FL: Association for Educational Communications and Technology.
2005
Ketts, J., & DaCosta, B. (2005). OneSAF: Management, normalization, and verification and validation of parametric data: A flat file data solution. Proceedings of the 2005 Interservice/Industry Training, Simulation and Education Conference (pp. 642-651). Orlando, FL: National Training Systems Association.
Prickett, C., & DaCosta, B. (2005). Using automation for conducting a large-scale task analysis. In M. Simonson & M. Crawford (Eds.), Proceedings of the 2005 Annual Convention of the Association for Educational Communications and Technology (pp. 434-442). Orlando, FL: Association for Educational Communications and Technology.
2003
DaCosta, B., Lucas, T., & Henninger, A. (2003). OneSAF data evolution: A multi-strategy approach. Proceedings of the 2003 Interservice/Industry Training, Simulation and Education Conference (pp. 567-574). Orlando, FL: National Training Systems Association.
DaCosta, B., Lucas, T., Outar, R., & Helton, D. (2003). OneSAF repository framework: Defining, storing, and interchanging XML data. Proceedings of the 2003 Spring Simulation Interoperability Workshop, 03S-SIW-030. Orlando, FL: Simulation Interoperability Standards Organization.
DaCosta, B., & Outar, R. (2003). OneSAF: XML performance in simulation. Proceedings of the 2003 Spring Simulation Interoperability Workshop, 03S-SIW-093. Orlando, FL: Simulation Interoperability Standards Organization.
Outar, R., & DaCosta, B. (2003). OneSAF: Indexing and searching XML documents. Proceedings of the 2003 Fall Simulation Interoperability Workshop, 03F-SIW-006. Orlando, FL: Simulation Interoperability Standards Organization.
2002
DaCosta, B. (2002). XML support for OneSAF Objective System behaviors. Proceedings of the Eleventh Conference on Computer-Generated Forces and Behavioral Representation (pp. 363-372). Orlando, FL: Simulation Interoperability Standards Organization.
2008
DaCosta, B. (2008). The effect of cognitive aging on multimedia learning (Doctoral dissertation, University of Central Florida, Orlando). Dissertations & Theses at University of Central Florida-FCLA Database. (UMI No. 3319235). [DOWNLOAD]
2007
DaCosta, B. (2007). Virtual character conceptual framework. Star classroom simulator: Assessing, preparing and retaining star teachers for effective classroom management in urban schools. Unpublished manuscript, Department of Educational Research, Technology, and Leadership in the College of Education, University of Central Florida, Orlando, FL. doi: 10.13140/RG.2.2.28110.46400. [DOWNLOAD]
2006
DaCosta, B., & Kieser, C. (2006). Future Combat Systems Training Analysis Portal: Coordination, collaboration, cooperation, and decision making in task analysis. The 2006 Interservice/Industry Training, Simulation and Education Conference. Unpublished manuscript. Orlando, FL: National Training Systems Association.
2005
DaCosta, B. (2005). Digital natives, digital immigrants: Collaborative board game play. Unpublished manuscript, Department of Educational Research, Technology, and Leadership in the College of Education, University of Central Florida, Orlando, FL.