EDUCATION
Ph.D. | Educational Technology | Arizona State University |
M.A. | Curriculum and Instruction, emphasis in Educational Technology | La Sierra University |
B.A. | Mathematics, minor in Religion | Oakwood University |
AREAS OF EXPERTISE
Game-Based Learning
Emerging Educational Technology
Teacher Professional Development
Augmented Reality
Computer Science Education
RESEARCH INTERESTS
Design and Development of Games for Learning
Integration of Game-Based Learning in the Mathematics Classroom
Increasing the Game-Based Learning Knowledge of Mathematics Teachers
Psychological Computing and Computer Science Education
HIGHLIGHTED PUBLICATIONS
- Denham, A. R., Mayben, R. & Boman, T. Integrating Game-Based Learning Initiative: Increasing the Usage of Game-Based Learning Within K-12 Classrooms Through Professional Learning Groups. (2016). Tech Trends, 60(1), 70-76.
- Denham, A. R. (2018). Using a Digital Game as an Advance Organizer. Educational Technology Research and Development, 66(1), 1-24.
- Denham, A. R. (2019). Using the PCaRD Digital Game-Based Learning Model of Instruction in the Middle School Mathematics Classroom: A Case Study. British Journal of Educational Technology, 50(1), 415-427.
- Denham, A. R., & Guyotte, K. W. (2018). Cultivating Critical Game Makers in Digital Game-Base Learning: Learning from the Arts. Learning, Media, and Technology, 43(1), 31-41.
- Yu, J*., & Denham, A. R. Utilizing Augmented Reality for Embodied Mental Rotation Training: A Learning Analytics Study. (2024). British Journal of Educational Technology, 55(2), 499-518.
- Luo, F., Ijeluola, S*. A., Westerlund, J*., Walker, A., Denham, A. R., Walker, J., & Young, C. (2023). Supporting Elementary Teachers’ technological, pedagogical, and content knowledge in computational thinking integration. Journal of Science Education and Technology, 32(4), 583-596.
- Yu, J*., Denham, A. R., & Searight, E. (2022). A Systematic Review of Augmented Reality Game-based Learning in STEM Education. Educational Technology Research and Development. 70, 1169-1194. DOI: https://doi.org/10.1007/s11423-022-10122-y .
- Dabbagh, N., Benson, A.D., Denham, A. R., Joseph, R., Zgheib, G., Al-Freih, M., Fake, H., & Guo, Z. (2015). Globalization and learning technologies: Pedagogical frameworks and applications. Springer International.
- Johnson, B., Hernández-Cuevas, Lewis, M.*, Junkins, W.*, Crawford, C., Holloman, A., Denham, A. R., & Luo, F. (2025). LITI: PhysioML: A Web-Based Tool for Machine Learning Education with Real-Time Physiological Data. In SIGSE Technical Symposium 2025. IEEE.
- Lewis, M.*, Holloman, A., Luo, F., Denham, A. R., & Crawford, C. (2023, October). LITI: Learning with Interactive Time Series Information. In 2023 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC) (pp. 266-268). IEEE.
BIOGRAPHY
Dr. André R. Denham is currently the Associate Dean for Graduate Academic Affairs in the Graduate School at The University of Alabama. He is also an Associate Professor of Instructional Technology in the College of Education, where he has been working since completing his doctoral studies under the direction of Brian Nelson at Arizona State University in 2012. Dr. Denham also has a master’s degree in Curriculum & Instruction, with an emphasis in Educational Technology, from La Sierra University and a bachelor’s in Mathematics from Oakwood University.
Dr. Denham’s research agenda is concentrated on determining how, when, for whom, and under what conditions we can leverage the affordances of games to improve learner performance and transform instruction. This focus is driven by reviews of the Game-Based Learning (GBL) research, which reveal a hyper-focus on proof-of-concept studies (can games support learning?) with little attention paid to research designed to aid the transformative integration of GBL as a means of addressing the diverse needs of learners inside and outside of classrooms. His research attempts to address this gap in the GBL literature by mainly focusing on the use of games (both analog and digital) to improve the performance of middle school mathematics students and as a means of transforming the role and instructional practices of mathematics teachers. To this end, Dr. Denham has been pursuing three interrelated strands of inquiry: the design and development of games, the integration of GBL into the mathematics classroom, and professional development as a means of increasing the GBL knowledge of mathematics teachers.
Dr. Denham’s work has been published in several of the top Educational Technology journals in the field (e. g., Educational Technology Research and Development, British Journal of Educational Technology, Journal of Computer Assisted Learning, and Learning, Media, and Technology). He has been asked to present his work at major professional national and international professional conferences (e. g., American Educational Research Association, Association for Educational Communication and Technology, Games Learning & Society), along with invitations to provide lectures and keynote presentations. It is Dr. Denham’s goal that his work has an impact not just in the halls of academia but is practically applied to transform how we teach and learn.