Rudy McDaniel, Ph.D.
Dr. Rudy McDaniel is Professor of Digital Media and Director of the School of Visual Arts and Design (SVAD). He pursues research that investigates how to use narrative and video games to motivate learning, create satisfying user experiences, and promote social good. He is also active in funded research; to develop cutting-edge archival techniques for the digital humanities, he was Co-PI and technical editor on the National Endowment for the Humanities grant that built the Charles Brockden Brown Electronic Archive.Complementing his published research, he remains active in professional service and leadership activities. Regionally, he is a K12 volunteer and participates in Teach-In and other special events. Statewide, he served as digital media discipline coordinator for the Florida Department of Education from 2009-2017. Nationally, he routinely reviews for major conferences in his field including ACM SIGDOC and Digital Humanities. Internationally, he judged the I/ITSEC Serious Games challenge and delivered papers and led workshops in China, Costa Rica, Ireland, and Russia.
- Ph.D. in Texts and Technology from University of Central Florida (2004)
- Digital badges
- Interactive narrative
- Knowledge management
- Information architecture
- Video game studies
- Digital humanities tools
- Games for change
Recent Research Activities
Dr. McDaniel co-directed the China-US Ethnic Cultural Exchange and Joint Research Initiative and co-organized a film festival with Shanghai University in 2013-14. He was appointed distinguished researcher and senior fellow by the Chinese Ministry of Culture for this work. In 2014-15, he served on program committees for the International Workshops on Open Badges in Education and collaborated on a project with Digital Media and Modern Languages faculty and the Grot School for the Blind and Visually Impaired in Russia that enabled UCF students to design a cross-cultural video game for Russian peers. Most recently, in 2016, he co-chaired the 4th IEEE International Conference on Serious Games and Applications for Health (SeGAH '16) and was a keynote speaker for IEEE SeGAH 2017 in Perth, Western Australia.
- Applen, J. D., & McDaniel, R. (2009). The rhetorical nature of XML: Constructing knowledge in networked environments. New York: Routledge.
- Fanfarelli, J. R. & McDaniel, R. (2017). Exploring digital badges in university courses: Relationships between quantity, engagement, and performance. Online Learning Journal 21(2).
- McDaniel, R., Fanfarelli, J. R., & Lindgren, R. (2017). Creative content management: Importance, novelty, and affect as design heuristics for learning management systems. IEEE Transactions on Professional Communication, 60(2), 183-200.
Daer, A. (2016). The discourse of developers: Exploring technical
communication practices within video game development. Technical Communication Quarterly, 25(3),
- Fanfarelli, J. R., & McDaniel, R. (2016). Using platform adventure mechanics for gamification research. Journal of Digital Media Arts and Practice. Available: http://www.idmaajournal.org/2016/06/using-platform-adventure-mechanics-for-gamification-research/
- McDaniel, R., & Fanfarelli, J. R. (2016). Building better digital badges: Pairing completion logic with psychological factors. Simulation & Gaming, 47(1), 73-102.
- McDaniel, R., & Fanfarelli, J.R. (2015). Rhythm and cues: Project management tactics for UX in game design. International Journal of Sociotechnology and Knowledge Development, (7)3, 20-37. Special Issue on UX and Project Management.
- McDaniel, R., & Kuang, L. (2015). Cross-cultural cinematic communication: Learning from the information design process for a Sino-American film competition. Communication Design Quarterly, 4(1), 49-60. Special Issue: Internationalizing information and communication design.
- McDaniel, R. (2015). Programming perspectives: Teaching computer programming to graduate students in a humanities doctoral program. Programmatic Perspectives (7)2, 213-229.
- Fanfarelli, J.R., & McDaniel, R. (2015). Digital badges for deliberate practice: Designing effective badging systems for interactive communication scenarios. Published in the Proceedings of the 33rd Annual International Conference on the Design of Communication. New York: Association for Computing Machinery. July, 2015.
- Fanfarelli, J. & McDaniel, R. (2015). Individual differences in digital badging: Do learner characteristics matter? Journal of Educational Technology Systems, 43(4), 403-428.
Fanfarelli, J., Vie,
S., & McDaniel, R. (2015).
Understanding digital badges through feedback, reward, and narrative: A
multidisciplinary approach to building better badges in social
environments. Communication Design Quarterly, 3(3), 56-60.
- McDaniel, R., & Fanfarelli, J. (2015). A digital badging dataset focused on performance, engagement, and behavior-related variables from observations in web-based university courses. British Journal of Educational Technology. DOI: 10.1111/bjet.12272.
- McDaniel, R., & Fanfarelli, J. (2015). How to design experimental research studies around digital badges. In D. Hickey, J. Jovanovic, S. Lonn, & J.E. Willis III (eds.): Proceedings of the Open Badges in Education (OBIE 2015) Workshop. Poughkeepsie, New York. March 16, 2015. Available: http://ceur-ws.org/Vol-1358/paper4.pdf.
- McDaniel, R. (2015). Understanding microinteractions as applied research opportunities for information designers. Communication Design Quarterly, 3(2), 55-62.
- Fanfarelli, J. and McDaniel, R. (2014). Use Digital Badges to Promote Positive Student Behaviors. In K. Thompson and B. Chen (Eds.), Teaching Online Pedagogical Repository. Orlando, FL: University of Central Florida Center for Distributed Learning. Published December 19, 2014. Available: https://topr.online.ucf.edu/index.php?title=Use_Digital_Badges_to_Promote_Positive_Student_Behaviors&oldid=3857.
- Kamrath, M. L., Barnard, P., McDaniel, R., Dorner, W., Jardaneh, K., Carlton, P., & Rodriguez, J. (2014). The Charles Brockden Brown electronic archive: Mapping archival access and metadata. Archive Journal (Special Issue on Archives Remixed: Critical Perspectives and Pathways, Publishing the Archive), Spring 2014(4). http://www.archivejournal.net/issue/4/archives-remixed/the-charles-brockden-brown-electronic-archive-mapping-archival-access-and-metadata/.
- McDaniel, R., & Fiore, S. M. (2013). Best practices for the design and development of ethical learning video games. International Journal of Cyber Ethics in Education, 2(4), 1-23.
- McDaniel, R., & Kenny, R. (2013). Evaluating the relationship between cognitive style and pre-service
teachers' preconceived notions about adopting console video games for use in future classrooms.
International Journal of Game-Based Learning, 3(2), 55-76.
- Lindgren, R., & McDaniel, R. (2012). Transforming Online Learning through Narrative and Student Agency. Educational Technology & Society, 15(4), 344–355.
- Kenny, R., & McDaniel, R. (2011). The role teachers’ expectations and value assessments play in their adopting and integrating video games into the curriculum. British Journal of Educational Technology. 42(2), 197-213.
- McDaniel, R., & Vick, E.H. (2010). Games for good as cognitive technologies. Special Double Issue of Cognitive Technology, 14(2)-15(1).
- McDaniel, R. (2009). Making the most of interactivity online version 2.0: Technical communication as procedural architecture. Technical Communication 56(4), 370-386.
- McDaniel, R., & Telep, P. (2009). Best practices for integrating game-based learning into online teaching. Journal of Online Learning and Teaching 5(2), 424-438.
- Fiore, S. M., McDaniel, R., & Jentsch, F. (2009). Narrative-based collaboration systems for distributed teams: Nine research questions for information managers. Information Systems Management, 26(1), 28-38.
- Chertoff, D. B., Schatz, S. L., McDaniel, R., & Bowers, C. A. (2008). Improving presence theory through experiential design. PRESENCE: Teleoperators and Virtual Environments, 17(4), 405-413.
- McDaniel, R. & Underberg, N. (2007). Exembellishment: Using the eXtensible markup language as a tool for storytelling researchers. The Journal of the International Digital Media and Arts Association 4(2), 56-69.
- McDaniel, R., Fiore, S. M., Greenwood-Erickson, A., Scielzo, S., & Cannon-Bowers, J. A. (2006). Video games as learning tools for project management. The Journal of the International Digital Media and Arts Association, 3(1), 78-91.
- McDaniel, R., & McDaniel, C. (2017). Making as learning: Mozilla and curriculum design. In L. Potts & M. J. Salvo (Eds.), Rhetoric and Experience Architecture (pp. 258-273). Anderson, South Carolina: Parlor Press.
- Vie, S., McDaniel, R., & Fanfarelli, J. R. (2017). Badges as architectures of experience: From signaling to communication. In L. Potts & M. J. Salvo (Eds.), Rhetoric and Experience Architecture (pp. 304-322). Anderson, South Carolina: Parlor Press.
- McDaniel, R. (2017). Portal. In R. Mejia, J. Banks, & A. Adams (Eds.), 100 Greatest Video Game Franchises (pp. 144-145). Lanham, Maryland: Rowman & Littlefield.
What we can learn about badges from video games. In D. Ifenthaler, D. Mah,
& N. Bellin-Mularski (Eds.), Foundations
of digital badges and micro-credentials: Demonstrating and recognizing
knowledge and competencies (pp. 325-342). Switzerland: Springer
- McDaniel, R.,
& Fanfarelli, J. R. (2016). Rhythm and Cues: Project Management
Tactics for UX in Game Design. In D. Walker & D. Garrett (Eds.), Project
Management: Concepts, Methodologies, Tools, and Applications (pp.
514-531). Hershey, PA: Business Science Reference.
- McDaniel, R. & Fanfarelli, J.R. (2016). Fully configurable vs. modular design frameworks for badges: A case study and comparison analysis of two types of digital badging systems. In Muilenburg, L. & Berge, Z. (Eds.) Digital Badges in Education: Trends, Issues, and Cases (pp. 176-188). New York: Routledge.
- Underberg, N., & McDaniel, R. (2013). Using the extensible markup language in cultural analysis and
presentation. In N. Underberg (Ed.), Digital ethnography: Anthropology, narrative, and new media (pp. 48-65).
Austin: University of Texas Press.
- McDaniel, R. & Steward, S. (2011). Technical communication pedagogy and the broadband divide: Academic and industrial perspectives. In A. P. Lamberti & A. R. Richards (Eds.), Complex Worlds: Digital Culture, Rhetoric, and Professional Communication (pp. 195-212). Amityville, NY: Baywood Press.
- McDaniel, R. & Schatz, S. (2010) From cyberspaces to cyberplaces: Image, narrative, and the psychology of place. In B. Dilger & J. Rice (Eds.), From A to A: Keywords of Markup (pp. 186-212). Minneapolis: University of Minnesota Press.
- McDaniel, R. & Fiore, S. M. (2010). Applied ethics game design: Some practical guidelines. In K. Schrier & D. Gibson (Eds.), Ethics and Game Design: Teaching Values through Play (pp. 236-254). Hershey, PA: Information Science Reference (IGI Global).
- McDaniel, R., Fiore, S. M., & Nicholson, D. (2010). Serious storytelling: Narrative considerations for serious games researchers and developers. In J. A. Cannon-Bowers & C. A. Bowers (Eds.), Serious Game Design and Development: Technologies for Training and Learning (pp. 13-30). Hershey, PA: Information Science Reference (IGI Global).
- McDaniel, R. (2008). Experiences with building a narrative content management system: Best practices for developing specialized content management systems (and lessons learned for the classroom). In B. Gu & G. Pullman (Eds.), Content Management: Bridging the Gap Between Theory and Practice (pp. 15-42). Amityville, NY: Baywood Press.
- McDaniel, R. (2011). Review of Semiotics of Programming by Kumiko Tanaka-Ishii (Cambridge University Press). Cognitive Technology Journal 15(2), 61-62.
McDaniel, R. (2009). Understanding and developing
technologies for persuasion. Rev. of Persuasive
Games by Ian Bogost (MIT Press). Cognitive
Technology Journal 13(2), 53-54.
McDaniel, R. (2008). Persuasive games. Rev. of Persuasive Games by Ian Bogost (MIT
Press). Literary and Linguistic Computing
- McDaniel, R., Salter, A., and Main & E. (2015). Games and Learning at UCF. Panel presentation for the Next Generation Learning Spaces Site Tour. Orlando, FL. October 13, 2015. National conference.
- Fanfarelli, J.R., & McDaniel, R. (2015). Breaking
barriers by breaking bricks: An experimental research testbed using
platform adventure game mechanics. Paper presented at the 13th Annual International
Digital Media and Arts (IDMAA) Conference. Johnson, Tennessee. October
21, 2015. International conference.
- McDaniel, R. (2015). Communication and knowledge management strategies in video game design and development: A case study highlighting key organizational narratives. Published in the Proceedings of the 2015 IEEE International Professional Communication Conference (pp. 9-16), July 12-15, 2015. Limerick, Ireland.
McDaniel, R., &
Fanfarelli, J. (2015). How to design experimental research studies around
digital badges. Paper presented at the 2nd International Workshop on Open
Badges in Education (OBIE2015): From Learning Evidence to Learning Analytics in Poughkeepsie, NY. March 16, 2015.
- McDaniel, R. (2015). Exploring social justice in digital writing spaces. Paper presented at the 18th Annual Conference of the Association for Teachers of Technical Writing in Tampa, FL. March 18, 2015. National conference.
McDaniel, R. (2015).
Building games for the humanities with Unity3D. Paper presented at the THATCamp Florida 2015 Conference in
Orlando, FL. February 28, 2015. National conference.
- Fanfarelli, J., Vie, S., & McDaniel, R. (2015). Understanding digital badges through feedback, reward, and narrative: A multidisciplinary approach to building better badges in social environments. Paper presented at the 5th Annual Symposium on Communication Complex Information (SCCI) in Greenville, NC. February 24, 2015. National conference.
Dotson, L., Bauer, N., Winter, D., & *Fanfarelli, J. (2014). Breaking
out of the traditional dissertation mold: Exploring the possibilities of
digital and interactive dissertations. Paper presented at the United States Electronic Thesis and Dissertation
Association (USETDA) 2014 Conference in Orlando, FL. September 25,
2014. National conference.
- McDaniel, R. & *Fanfarelli, J. (2014). Words that wiggle: Using narrative in games for learning. The power of words + the power of gaming = powerful training! Paper presented at the 2014 Department of Defense GameTech User's Conference in Orlando, FL. September 3, 2014. National Conference.
McDaniel, R., *Fanfarelli, J., & Thompson, K. (2014). Stinking Badges: Why We Need Em’ and How to Use Em’. Paper presented at the 2014 Information Fluency Conference: The Age of New Media: Literacy in the 21st Century in Orlando, FL. February 27, 2014. International Conference.
- McDaniel, R., Lindgren, R., & Friskics, J. (2012). Using badges for shaping interactions in online learning environments. Published in the Proceedings of the 2012 IEEE International Professional Communication Conference (pp. 55-76), October 8-10, 2012.
- Vick, E.H., McDaniel, R., & Jacobs, S. (2010). Using semiotic grammars for rapid design of evolving videogame mechanics. In S. Spencer (Ed.) Proceedings of the Sandbox 2010: The 5th ACM SIGGRAPH Conference on Video Games (pp. 25-30). New York: The Association for Computing Machinery.
- McDaniel, R., Vick, E.H., Jacobs, S., & Telep, P. (2009). Cardboard semiotics: Reconfigurable symbols as a means for narrative prototyping in game design. In S. Spencer (Ed.) Proceedings of the Sandbox 2009: The 4th ACM SIGGRAPH Conference on Video Games (pp. 87-93). New York: The Association for Computing Machinery.
McDaniel, R. & Cabrera,
C. (2015). Game design and development using Maya and Unity3D. Invited weeklong workshop given to
the University of Costa Rica, Department of Business Informatics and
Computing, Pacific Campus. Puntarenas, Costa Rica. February 9-17, 2015.
|Course Number||Course||Title||Mode||Date and Time||Syllabus|
|10895||DIG3930H||Hon Special Topic||Mixed-Mode/Reduce Seat-Time(M)||M,W 11:30 AM - 12:20 PM||Unavailable|
|No Description Available|
No courses found for Fall 2018.
No courses found for Summer 2018.
Updated: Feb 5, 2019