Edited Books
Lamb, R., & Firestone, J. (2024). Neurocognitive Methods for the Learning Science: Bridging Educational Divides. New York, NY: Routledge. 2
Lamb, R. & McMahon, D.D. (2016). Educational and Learning Games: New Research. New York, NY: NOVA Publishing 1
Book Chapters
Lamb, R., (In Press). Serious Games. In Powers, M. (Ed.) Oxford Research Encyclopedia of Communication. New York, NY and Oxford, GB: Oxford University Press. 20
Kavner, A. & Lamb, R. (2024). Developing Neural Networks with Neurocognitive Measurements. In Neurocognition in Science Education. New York, NY: IGA. 19
Lamb R., Hand, B., Yoon, S., & Almusharraf, N. (2023). Writing in Science the Effect of XR Technology. In Fegely, A. & Cherner, T. (Eds.) Bridging the XR Technology -to Practice Gap. New York, NY: Elsevier. 18
Lamb, R. (2023). Virtual reality and science, technology, engineering, and mathematics education. In Liu, X & Wang, L. (Eds.) International Encyclopedia of Education 4th Edition. New York, NY: Elsevier. 17
Lee., J., Lamb, R., & Kim, S., (2021). Artificial intelligence and learning. In Anne Hynds (Ed.) Oxford Bibliographies in Education. New York, NY: Oxford University Press. 16
Lamb, R. (2021). Virtual reality as a tool for improvement of hands-on science learning. In L. Leite, E. Oldham, A. Sfonso, F. Viseu, L. Dourado, & H. Martinho (Eds.). Science and Mathematics Education for 21st Century Citizens: Challenges and Ways Forward. New York, NY: Nova Science Publishers. 15
Lamb R. (2021). Virtual reality simulations in science education: Learning science by writing. In G. Akcayir & C. Demmans-Epp (Eds.) Designing, Deploying, and Evaluating Virtual and Augmented Reality in Education. Hershey, PA: IGI Global. 14
Lamb, R. & Etopio, E. (2020). Virtual reality to train preservice teachers. In E. Bradley (Ed.). Games and Simulations in Teacher Education. Dordrecht, The Netherlands: Springer Nature. 13
Lamb, R., & Etopio, E. (2020). Therapeutic extended reality: The nuts and bolts. In H. Kaduson & C. Schaefer (Eds.). Play Therapy with Children Modalities for Change. Oxford, England: American Psychological Association International Association of Scientific, Technical, and Medical Publishers. 12
Lamb, R. Etopio, E., Firestone, J., & Zederii, J. (2020). Virtual reality simulation: effects on academic performance with the domain of writing. In T. Croce & J. Firestone (Eds.). Defining Scientific Literacy in the 21st Century. New York, NY: Springer. 11
Lamb, R. & Hand, B. (2020). An exploratory neuroimaging study of argumentative and summary writing using near infrared spectroscopy. In V. Prain & B. Hand (Eds.), Conceptualizing Complexities: Theorizing Futures for Science Education Research. New York, NY: Springer. 10
Lamb, R., & Etopio, E. (2019). VR has it: A framework for virtual reality integration into therapy. In J. Stone (Ed.), Integrating Technology into Modern Therapies: A Clinician’s Guide, New York, NY: Routledge. 9
Annetta, L., Lamb, R., Vallett, D., & Shapiro, Mi. (2018). Project based learning progressions: Identifying the nodes of learning in a project-based environment. In O. Adesope & A.G. Rudd (Eds.). Contemporary Technologies in Education. New York, NY: Springer. 8
Lamb, R., Cavagnetto, A., Adesope, O., Yin, L., French, B., & Taylor, M. (2016). Artificially intelligent systems in education a tool for the future. In R. Lamb & D.D. McMahon (Eds.), Educational and Learning Games: New Research. New York, NY: NOVA Publishing. 7
Lamb, R, (2016). Assessment of student learning using cognitive diagnostics and computation models of cognition. In R. Lamb & D.D. McMahon (Eds.), Educational and Learning Games: New Research. New York, NY: NOVA Publishing. 6
Wong, S.S., Firestone, J.B., Lamb, R., & Luft, J.A. (2015). First year secondary science teacher perceived support and retention in the classroom. In. J.A. Luft & S. Dubois (Eds.), Newly Hired Teachers of Science: A Better Beginning. New York, NY: Springer. 5
Lamb, R. (2015) Video games as assessment. In Encyclopedia of Educational Technology, Eds. Mike Spector, Thousand Oaks, CA, Sage Publications 4
Annetta, L., Holmes, S., Vallett, D., Fee, M. Cheng, R & Lamb, R. (2013). Cognitive aspects of creativity: Science learning through serious educational games. In M. Gregerson and J. Kaufman (Eds.), Teaching Creatively and Teaching Creativity. New York, NY: Springer. 3
Annetta, L., Lamb, R., Bowling B. & Chengi, R., (2011). Assessing engagement in serious educational games: The development of the student engaged learning in a technology rich interactive classroom (SELTIC). In P. Felicia (Ed). Handbook of Research on Improving and Motivation through Educational Games. Hershey, PA: IGI Global. 2
Annetta, L. Lamb, R. & Stoneii, M. (2010). Assessment serious educational games: The development of a scoring rubric, In L. Annetta and S. Bronack (Eds.). Serious Educational Game Assessment: Practical Methods and Models for Educational Games, Simulations and Virtual Worlds. Amsterdam, Netherlands: Sense Publishers.