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Tuesday, June 10
 

10:00am CDT

AM6: Empowering Student and Teacher Making through Games: Institute of Play in Quest Schools
Empowering Student and Teacher Making through Games: Institute of Play in Quest Schools
Brendon Trombley, Shula Ehrlich

This workshop will provide an overview of games and learning; give concrete examples from our work with teachers and students at New York City public school, Quest to Learn; and cover the key components of game-based learning. Participants will see examples of game-based learning in action, play and modify a game that has been developed with teachers and students at the Quest schools, and engage in playful design activities to understand how games are effective tools for student engagement and for building 21st century skills such as complex problem-solving, empathy, collaboration, and creativity.

Speakers
SE

Shula Ehrlich

Lead Game Designer, Institute of Play
Shula Ehrlich is Lead Game Designer at Institute of Play, a New York based non-profit leveraging the power of play for education. She spends much of her time working with teachers at the Institute-founded public school, Quest to Learn, developing learning games and game-like curricula... Read More →
avatar for Brendon Trombley

Brendon Trombley

Game Designer, Institute of Play
Brendon Trombley is a game designer, educator, and adventurer living in New York City. His passions involve games, technology, learning, travel, and food, and he tries to mix and match them whenever possible (be careful when combining food and technology!). Brendon is a graduate... Read More →


Tuesday June 10, 2014 10:00am - 12:00pm CDT
Beefeaters

2:00pm CDT

PM2: Iterative Design Process of Curriculum and Games
Iterative Design Process of Curriculum and Games
John Martin, Ryan Martinez

Designing games, like planning curriculum, is an iterative process – both are systems for learning allowing users/players agency to achieve learning. During this workshop, participants will work in groups to create a theme, design a related game and playtest each other’s games and offer feedback. The workshop will conclude with a discussion and breakdown of the iterative process of design.  Because of the level of participation needed from conference goers, we require that those attending the session be ready to get creative, collaborate with their peers, and come away from the workshop with a tangible product ready for play and debate!

Speakers
avatar for John Martin

John Martin

Integrating technology to increase learning in higher education in various roles since 1998, John is currently a Senior Teaching & Learning Consultant at the University of Wisconsin–Madison’s Academic Technology, where he teaches, and develops socioculturally-rich teaching and... Read More →
R

rmmartinez

UW-Madison


Tuesday June 10, 2014 2:00pm - 4:00pm CDT
Beefeaters
 
Wednesday, June 11
 

10:30am CDT

Obligatory Games: The Impact of Social and Political-Economic Contexts on Games in US Classrooms
Obligatory Games: The Impact of Social and Political-Economic Contexts on Games in US Classrooms
Casey O'Donnell, Louisa Rosenheck, Mark Chen, Peter Stidwill

Games designed and developed to be both "good fun" and educational is no longer novel. Increasingly, games are being developed to meet the needs of both teachers and students. However, the various organizations developing these games find themselves enmeshed in a complex ecology of interests placing a variety of demands on those making these games.

Perhaps most importantly, questions surrounding the relationship between games and the U.S. educational system loom large in the minds of both academics and developers. Does something "required" remain a game? To what extent do games in the classroom have a chance to change the total classroom ecology towards affording the learning conditions we associate with well-designed games – interest-driven learning, exploratory probing, an orientation towards mastery not performance, etc.? To what extent do they become coopted by the surrounding institutionalizations as yet another form of analytics and surveillance of students, teachers, and learning outcomes?

Speakers
avatar for Mark Chen

Mark Chen

Accidental Hero and Layabout, University of Washington Bothell
Mark Chen (NASAGA board member, PhD Education, University of Washington; BA Fine Art, Reed College) is an independent games scholar and part-time professor of interaction design, qualitative research, and games studies at the University of Washington Bothell. He runs http://esotericgaming.com... Read More →
avatar for Casey O'Donnell

Casey O'Donnell

Assistant Professor, Michigan State University
My research examines the creative collaborative work of videogame design and development. I examine the cultural and collaborative dynamics that occur in both professional "AAA" organizations and formal and informal "independent" game development communities. My research has spanned... Read More →
avatar for Louisa Rosenheck

Louisa Rosenheck

Ed Tech Designer & Researcher, MIT
Louisa Rosenheck is the Associate Director and Creative Lead of the MIT Playful Journey Lab. She manages the design, content, and development of educational games and software, and oversees the research on how ed tech can be effectively used in both formal and informal educational... Read More →
avatar for Peter Stidwill

Peter Stidwill

Executive Producer, Learning Games Network
I create educational games and digital learning products. I'm Executive Producer at the Learning Games Network, a non-profit spin-off of the MIT Education Arcade and the University of Wisconsin-Madison’s Games+Learning+Society program. I produced the award-winning ethical-thinking... Read More →


Wednesday June 11, 2014 10:30am - 11:30am CDT
Beefeaters

12:00pm CDT

Let’s Prototype: Women at the Intersection of Learning, Games, and Design
Let’s Prototype: Women at the Intersection of Learning, Games, and Design
Facilitator:  Amanda Ochsner
Panelists: Elisabeth Gee, Deborah Fields, Yasmin Kafai, Colleen Macklin, Mary-Margaret Walker  

GLS Joins the Conversation

There is a cultural shift taking place in the games industry. Each year at the annual Game Developers Conference (GDC) in San Francisco, there is a topic or theme or two that tends to dominate the conversation. In 2011, that topic was free-to-play social games and you couldn’t walk down a hallway in the conference hall without hearing the word Farmville muttered at least six times. In the spring of 2014, that topic was diversity. Recent years in the past have seen a single session at GDC relating to issues of diversity and gender. That session is a small session and there are often grumblings in the hallway, bemoaning the fact that those people are still talking about that stuff and why don’t they just shut up already? This year, however, GDC hosted an entire track of sessions around these topics—the advocacy track—and it was a big deal. Many of these sessions, such as the panel #1ReasonToBe, about developers’ reasons for persisting in a tough industry culture, and Manveer Heir’s talk Misogyny, Racism, and Homophobia: Where Do Video Games Stand? received standing ovations from audiences. This conversation about opening up the industry so that it is a more welcoming place for all aspiring developers to develop their creativity and grow the impact of games has struck a cord, and it is a conversation that is not just being had by underrepresented minorities or academics—newcomers and leaders alike are stepping up to the table with ideas and actions.

With the roundtables and panels on games and diversity gathering so much momentum at the Game Developers Conference in March, we decided to bring the conversation to the Games Learning Society, having a special panel with experts who innovate at the intersections of learning, games, and design. Our community’s unique blend of educators, game developers, academics, and hybrids of any combination of these is the perfect site for tackling some difficult, but essential issue. For example, are there approaches to teaching game design that are more inclusive or which foster greater diversity of ideas? How can educational institutions design introductory classes that are appealing and welcoming to a broad array of students? Can colleges and universities be more effective in providing mentoring opportunities for young developers? How can what we know about learning inform how we arrange design teams and approach the process of game design?

Join Us for Prototyping Through Networking


In the #1ReasonToBe panel at GDC, Colleen Macklin noted that the games industry has the power to tackle the diversity issues that it faces. “We’re designers,” she says, “we’re talking about systemic issues, and we design systems.” Continuing the theme of design, she argued that we need to fix the system: “Let’s infiltrate the established pattern and change it. Let’s start prototyping and making our field a place where we all want to be” (Wawro, 2014). In this session, the GLS community will start prototyping to design the spaces that we want to learn and work in.

We still start by holding a panel session, moderated by Amanda Ochsner, with Colleen Macklin and other well-known speakers joining us as invited panelists. These women are all leaders in our field, doing smart, innovative work to help build a better future for our field. Immediately following this session, we will host a special networking event for the women of the Games Learning Society community and their allies. Each person in attendance will write out on a notecard a single-sentence statement about what they’re going to do, starting that very day, to prototype a better games and learning community. That could be mentoring a young woman at their institution or workplace, or it could be a new, more inclusive approach to game design that is proven to foster diversity and creativity. When making an introduction with someone, participants will swap notecards and start their conversation with their proposed contribution. Participants will also be encouraged to tweet their statements using our special hashtag:  #GLSprototype. 



Speakers
avatar for Deborah Fields

Deborah Fields

Independent Research Consultant & Temporary Assistant Professor of Instructional Technology and Learning Sciences, Utah State University
Dr. Deborah A. Fields is a Temporary Assistant Professor in Instructional Technology and Learning Sciences at Utah State University and an independent research consultant. Deborah researches children’s connective learning and identity engagement through designing with digital technologies... Read More →
avatar for Elisabeth Gee

Elisabeth Gee

Professor, Arizona State University
I'm the Associate Director of the Center for Games & Impact at ASU, and co-directing the Play2Connect initiative with Dr. Sinem Siyahhan at Cal State-San Marcos. I'm interested in gender and gaming, game-based affinity spaces, and intergenerational play.
avatar for Yasmin Kafai

Yasmin Kafai

Chair, Teaching Learning & Leadership Division, University of Pennsylvania
Yasmin Kafai is Professor of Learning Sciences at the University of Pennsylvania. She is a researcher, designer, and developer of online communities and tools (ecrafting.org, stitchtfest.org, and scratch.mit.edu) to promote computational participation, crafting, and creativity across K-16. Book publications include Connected Code, Connected Play, The Computer Clubhouse, Textile Messages, and Beyond Barbie and Mortal Kombat. Kafai earned a doctorate from Harvard University while working wit... Read More →
avatar for Colleen Macklin

Colleen Macklin

Founder and co-director, PETLab
Colleen Macklin is a game designer, professor in of Art, Media and Technology at Parsons School of Design, and founder/co-director of PETLab (Prototyping Education + Technology Lab), a lab that develops games for learning and social engagement. PETLab projects include disaster-preparedness... Read More →
avatar for Amanda Ochsner

Amanda Ochsner

Postdoctoral Research Associate, University of Southern California
MW

Mary-Margaret Walker

Mary-Margaret Network, Mary-Margaret Network
I started in game development 25 years ago at Origins Systems and continued on to The 3DO Company. After six years in game development, I became a recruiter. My primary focus is on career development and building companies using soft skills, social media and technology tools where... Read More →


Wednesday June 11, 2014 12:00pm - 1:00pm CDT
Beefeaters

2:30pm CDT

Gameful Approaches to Course Design
Discussant:  Seann Dikkers

Multiple Paths, Same Goal: Exploring the Motivational Pathways of Two Distinct Game-Inspired University Course Designs
Stephen Aguilar, Caitlin Holman, Barry Fishman
We explore gameful design in two large university courses: one offered within a social science discipline, and another offered within a school of information. Each course was designed by its instructor to mirror the motivational affordances found in video games, and while the foci of the gameful elements within each course’s grading system were distinct, both systems align with some or all of the three pillars of Self-Determination Theory (SDT): support for autonomy, belonging, and competence. We employ path analysis to understand the direct and mediated relationships among variables that measured students’ perceptions of the grading system’s features, and the adaptive outcomes associated with gameful course designs. Results indicate that both courses have similar path structures defined by positive relationships between grading system features, the perceptions of those features, and the adaptive outcomes. We conclude with design implications for would-be gameful course designers.

Gamification for Online Engagement in Higher Education: A Randomized Controlled Trial
David Leach, Brandon Laur, Tina Bebbington, Jilliane Code, David Broome
A randomized controlled trial was used to test if gamification tools can increase engagement and improve learning outcomes in a blended (online and in-class) second-year university course. Students divided into control and experimental groups accessed separate course management systems (CMS). On the gamified site, students earned badges and points for online activity and showed increases (versus control) in the personalization of online avatars; a doubling of visits to the CMS; and a reduction by 1.3 days in the time before deadline to complete weekly blog assignments. Female students used the gamified site more than males. In a post-class survey, 82% of students believed gamification was an effective motivation tool. However, there was no evidence of improved learning outcomes on graded assignments. This trial provides evidence that gamification can offer incentives for online activity and socializing but, on its own, may have little impact on quantifiable learning outcomes.

“Gradequest strikes Back” – The development of the second iteration of a gameful undergraduate course
Bob De Schutter
The use of game design techniques in a non-gaming context - or ‘gamification’ - offers the promise to make education more motivating and more enjoyable to students. While some best practices for the approach have emerged, the actual application of game design techniques in a class room still remains an experimental and uncertain endeavor for an instructor. This paper reports on the design of the second iterations of an undergraduate course (Ni1 = 17, Ni2 = 20) that incorporates a variety of game design techniques through an online application named ‘Gradequest’. The first iteration of the course was evaluated using a questionnaire, a focus group session and a teacher’s log, which led to a number of significant design changes. The paper discusses the expectations for the evaluation of these changes, as well as how other courses could learn from this design research project.

Discussants
avatar for Seann Dikkers

Seann Dikkers

Associate Professor, Bethel University
Built forts with neighborhood friends. Married my best friend. Two playful adult children. Games in Learning author, researcher, and trainer. Long time Civ and TW geek.

Speakers
avatar for Stephen J. Aguilar

Stephen J. Aguilar

Ph.D. Candidate, ABD & Visiting Scholar, University of Michigan / UC Irvine
I am an ABD in Education and Psychology at the University of Michigan, and research the design, efficacy, and motivational implications of learning analytics applications. Specifically, I am interested in how representations of achievement influence students' academic motivation and... Read More →
TB

Tina Bebbington

BC, University of Victoria
avatar for Jillianne Code

Jillianne Code

Assistant Professor & Co-Director Technology Integration and Evaluation (TIE) Research Lab, University of Victoria
avatar for Barry Fishman

Barry Fishman

Ann Arbor, MI, United States of America, University of Michigan, Ann Arbor
Gameful learning, GradeCraft, motivation, higher education
CH

Caitlin Holman

Ann Arbor, MI, United States of America, University of Michigan, Ann Arbor
avatar for David Leach

David Leach

Chair, Department of Writing; Director, Technology & Society Minor, University of Victoria
Interested in gamification, digital publishing & journalism, augmented reality, simulation games, creative nonfiction, hyper-literature and other interactive media. Director of the Interdisciplinary Minor in Technology & Society at the University of Victoria.
avatar for Bob De Schutter

Bob De Schutter

Oxford, Ohio, United States, Miami University
I'm a designer, researcher and teacher. My research interests are game design, the older audience of digital games, and the use of games for non-entertainment purposes.


Wednesday June 11, 2014 2:30pm - 3:30pm CDT
Beefeaters

4:00pm CDT

Massiveness in Educational Games
Massiveness in Educational Games
Eric Klopfer, Scot Osterweil, Dan Norton, Joel Levin

Many genres of commercial games have social elements where many players play at once and have various types of interactions. A few projects have integrated this type of massiveness into educational games as well. There are many benefits to this design element such as the ability to collect large amounts of data, access to large pools of collaborators, potential to find mentors, and a "live" feel to the game world. However, there are also drawbacks in the amount of infrastructure and resources needed to get massive games up and running. This panel will discuss the value of massiveness in educational games and whether it's worth the resources to build them, drawing on current examples of educational projects. 

Speakers
avatar for Eric Klopfer

Eric Klopfer

Professor, MIT
Dr. Eric Klopfer is Professor and Director of the Scheller Teacher Education Program and The Education Arcade at MIT. Klopfer’s research focuses on the development and use of computer games and simulations for building understanding of science and complex systems. His research explores... Read More →
JL

Joel Levin

TeacherGaming
Joel was a mild mannered, game loving, computer teacher at a private school in New York City until he began using Minecraft in his classroom. He quickly realized that he had unlocked one of the most versatile and engaging educational tools ever. He began collaborating with Mojang... Read More →
avatar for Scot Osterweil

Scot Osterweil

Creative Director, MIT
Scot Osterweil is Creative Director of the Education Arcade in the MIT Comparative Media Studies Program. He has designed award-winning games in both academic and commercial environments, focusing on what is authentically playful in challenging academic subjects. Designs include the... Read More →


Wednesday June 11, 2014 4:00pm - 5:00pm CDT
Beefeaters
 
Thursday, June 12
 

10:30am CDT

Advancing STEM Learning with Games in Civic and Cultural Institutions: A Play, Critique, and Discussion Session
Advancing STEM Learning with Games in Civic and Cultural Institutions: A Play, Critique, and Discussion Session
Edge Quintanilla, Barry Joseph, Marjee Chmiel, David Ng

In 2010 only 16% of U.S. undergraduates declared natural sciences and engineering as their primary field of study compared to higher rates in other countries. Science is seemingly not interesting to youth. This problem is being addressed in and out of school. However, out-of-school learning is crucial and helps youth connect learning that happens in school to learning that occurs in other areas through “ecologies” of learning. These ecologies provide pathways of engagement across the spaces where youth develop (Ito, 2013). The American Museum of Natural History, The Field Museum, Smithsonian Science Education Center and University of British Columbia have contributed to these pathways through the development of STEM games. This panel will explore what the driving ideas are for using these games. Panelists will discuss with the audience on how games are, and might be be used, for STEM learning using civic and cultural institutions as examples.

Speakers
avatar for Barry Joseph

Barry Joseph

Principal, Barry Joseph Consulting
Barry Joseph is a successful and innovative digital strategist with over 15 years in the museum space, 20 in education and in game design, and 25 in emerging media. Co-founder of Games for Change, Emoti-con, and Hive NYC. He knows a thing or two about seltzer. And Girl Scout Cookies... Read More →
avatar for David Ng

David Ng

Professor, University of British Columbia
(He/him) Actually a molecular geneticist mixed in with some academics in the public understanding of science space.  Interested in game based learning; and in particular, my lab is mostly responsible for an open source trading card game project at https://phylogame.org... Read More →
EQ

Edge Quintanilla

Digital Learning Specialist, The Field Museum


Thursday June 12, 2014 10:30am - 11:30am CDT
Beefeaters

12:00pm CDT

Tuning the Knobs and Dials: Empirically Maximizing Features for Serious Games
Tuning the Knobs and Dials: Empirically Maximizing Features for Serious Games
Rita Bush, Carl Symborski, Rosa Mikeal Martey, Tobi Saulnier, Beth Veinott

Games research has often treated the game as a black box; we introduce the game into a situation, observe the effects, and declare success. But we don’t know why the game worked. What was it about the game that made it a powerful tool for learning? Can games be used to teach not just concepts and knowledge, but to also spark changes in reasoning, judgment, and decision-making? This panel will address these questions.

Speakers
avatar for Rita Bush

Rita Bush

Program Manager, IARPA
Dr. Rita Bush is concurrently serving as the Acting Director and a Program Manager in the Office of Incisive Analysis. She previously served as Division Chief of the Information Exploitation (InfoX) Research Division in the Disruptive Technology Office (DTO), where she oversaw an... Read More →
avatar for Tobi Saulnier

Tobi Saulnier

CEO, 1st Playable Productions
Tobi Saulnier, as Founder and CEO of 1st Playable Productions, leads a game development studio that has created such hit games such as Club Penguin for the Nintendo DS, Ben 10 DS, Disney Princess DS, and a number of other DS games designed for very specific demographics ("kids' games... Read More →
CS

Carl Symborski

Chief Engineer, Leidos Inc.
At Leidos, Inc. (formerly known as SAIC), I am a program manager and technologist leading science and technology programs, including training games-related human subjects’ research programs. My research interests include online games, virtual communities, and computer networkin... Read More →


Thursday June 12, 2014 12:00pm - 1:00pm CDT
Beefeaters

2:30pm CDT

Where Do Teachers Fit? A Field-Wide Discussion
Organized by Rex Beaber.

Where Do Teachers Fit? A Field-Wide Discussion

Constance Steinkuehler, Drew Davidson, Zack Gilbert, Steve Isaacs, Ellen Jameson, Joel Levin, Allisyn Levy, Jessica Millstone, Andrew Phelps, Kimberly Sheridan

The purpose of this panel is to spark continuation of a field-wide discussion around the role of teachers in the development of game-based learning. To accomplish this we have organized a diverse panel of representatives from academia, industry, and classroom education to offer perspectives on the investment in game-based learning

Speakers
avatar for Drew Davidson

Drew Davidson

Director, etc@cmu
Drew Davidson is a professor, producer and player of interactive media. His background spans academic, industry and professional worlds and he is interested in stories across texts, comics, games and other media. He is the Director of the Entertainment Technology Center at Carn... Read More →
avatar for Zack Gilbert

Zack Gilbert

EdGamer Host, EdReach
Zack Gilbert is currently a 6th grade social studies/language arts teacher in Normal, Illinois. He is the host of EdGamer on EdReach and he is also on the advisory board for Playful Learning through the Learning Games Network. Games are an important part of Zack’s life, in and out... Read More →
avatar for Steven Isaacs

Steven Isaacs

Education Program Manager, Bernards Township Schools
Steve Isaacs has been teaching since 1992. In 1998 began teaching in Bernards Township, NJ where he developed an internationally recognized middle and high school game development program. Steve is a pioneer in using VR and AR in the classroom. He is a champion for student choice... Read More →
avatar for Ellen Jameson

Ellen Jameson

Learning Specialist, Filament Games
I am a Learning Specialist at Filament Games, and a Visiting Research Associate at Indiana University's Center for Research on Learning and Technology. My research interests include investigating the use of games to facilitate education and discussion around issues in environmental... Read More →
JL

Joel Levin

TeacherGaming
Joel was a mild mannered, game loving, computer teacher at a private school in New York City until he began using Minecraft in his classroom. He quickly realized that he had unlocked one of the most versatile and engaging educational tools ever. He began collaborating with Mojang... Read More →
avatar for Allisyn Levy

Allisyn Levy

VP, Product Lead, BrainPOP
Since joining BrainPOP in 2007, Allisyn Levy has played an integral role in the creation, launch, and continued development of BrainPOP Educators, our online professional community. Now, as Vice President, GameUp, she leads outreach efforts for BrainPOP's online learning games portal... Read More →
avatar for Andrew Phelps

Andrew Phelps

Director, Rochester Institute of Technology
Andrew "Andy" Phelps is an educator, digital artist, and technologist with over 15 years experience. He currently serves at the request of RIT President William Destler as the founder and director of the RIT Center for Media, Arts, Games, Interaction and Creativity (MAGIC), and holds... Read More →


Thursday June 12, 2014 2:30pm - 3:30pm CDT
Beefeaters

4:00pm CDT

Gone Home, Playful Narratives and Classroom (de)Constructions of Contemporary Culture
Gone Home, Playful Narratives and Classroom (de)Constructions of Contemporary Culture
Kelly Bergstrom, Negin Dahya, Paul Darvasi, Jennifer Jenson, Karla Zimonja, David Simkins

Gone Home is a first person exploration game that unearths a compelling family drama by means of discovering documents, artifacts and personal possessions in their home. Players become intimate with the family’s history that includes a queer young person “coming out”, a depressed and alcoholic parent, and another implicated in infidelity and spousal neglect. It is a highly visual, interactive and non-linear narrative that exemplifies a game’s power to relate a compelling story.

This panel provides a unique opportunity to converge three perspectives relating to games and learning: Gone Home’s developers, the teacher who used the game in his high school English class, and a team of university researchers with a focus on learning through play who observed the classroom where Gone Home was played and deconstructed as text. Presenters will explore intriguing directions for the future of games and learning in formal and informal schooling through narrative-based play.

Speakers
KB

Kelly Bergstrom

York University, Canada
avatar for Negin Dahya

Negin Dahya

Research Associate, York University/PlayCES Research Lab
Dr. Negin Dahya completed her PhD in the Faculty of Education, York University, Toronto, Canada. Her research is grounded in anti-oppressive education for ethnoracial minority groups, with a focus on girls and women using technology. Specifically, Dr. Dahya’s work explores the following... Read More →
avatar for Paul Darvasi

Paul Darvasi

Educator, Royal St. George's College
Paul Darvasi teaches at Royal St. George's College in Toronto, Canada, and he's a PhD candidate in York University's Faculty of Education, with a focus on digital and pervasive games in educational environments. He experiments with video games and interactive technology in his classes... Read More →
avatar for David Simkins

David Simkins

Associate Professor, Rochester Institute of Technology
David is fascinated by the potential of games, particularly role playing as a tool for facilitating and encouraging learning. He is also fascinated by the constraints and affordances of different games as tools for learning. Fortunately, he is able to study games, write about games... Read More →


Thursday June 12, 2014 4:00pm - 5:00pm CDT
Beefeaters
 
Friday, June 13
 

10:30am CDT

Bridging the gap between researchers and entrepreneurs
Bridging the gap between researchers and entrepreneurs
Cameron White, Esteban Sosnik, Matt Messinger, Ira Sockowitz

Many researchers and entrepreneurs agree that high-quality games hold the promise of driving student achievement. At the same time, there is a stark, potentially counterproductive disconnect between the fast-paced, iterative logic of consumer game development and the lumbering process of creating and distributing educational games. Much of the best research is locked up inside universities while most experienced game designers are developing entertainment software; developers interested in applying their skills to educational games have limited access to leading thinkers and practitioners in the field. During this session, join the founding team of co.lab -- an edtech accelerator by NewSchools Venture Fund and Zynga.org – and the executive directors of Learning Games Network and the Wisconsin Center for Education Products and Services, to brainstorm about how we can make research more actionable and create new opportunities for collaboration between startups and universities.

Speakers
MM

Matt Messinger

Executive Director, Wisconsin Center for Education Products & Services
Matt’s background is hybrid of education and business. To start his career, he spent three years working as a college counselor and teacher at Eastside College Prep, a school for low-income students. Prior to WCEPS, he spent seven years working at for-profit educational technology... Read More →
avatar for Ira Sockowitz

Ira Sockowitz

Executive Director, Learning Games Network
With over 20 years in the public policy arena, I have become focused on advancing the use of technology to create and enhance learning tools that provide all learners-- irrespective of age, ethnicity or income -- with an opportunity to succeed. I see this as the great equalizing force... Read More →
ES

Esteban Sosnik

Executive Director, co.lab
avatar for Cameron White

Cameron White

Associate Partner, NewSchools Venture Fund
Cameron White is the Associate Director of co.lab, an edtech accelerator by NewSchools Venture Fund and Zynga.org. Previously, Cameron worked at NewSchools as a Fellow and Learning Technology Specialist. He has also worked at E.L. Haynes Public Charter School in Washington, DC, where... Read More →


Friday June 13, 2014 10:30am - 11:30am CDT
Beefeaters

12:00pm CDT

You've finished your game-based dissertation - now what?
Are you finishing up your dissertation and thinking about going on the market?  Are you wondering where to go in the next phase of your career?  Come chat with David Simkins, Cynthia D'Angelo, Debbie Fields, Trent Hergenrader about the various different directions you can go, and get advice from recent graduates who have a wide variety of experiences in the field!

Speakers
avatar for Deborah Fields

Deborah Fields

Independent Research Consultant & Temporary Assistant Professor of Instructional Technology and Learning Sciences, Utah State University
Dr. Deborah A. Fields is a Temporary Assistant Professor in Instructional Technology and Learning Sciences at Utah State University and an independent research consultant. Deborah researches children’s connective learning and identity engagement through designing with digital technologies... Read More →
avatar for Trent Hergenrader

Trent Hergenrader

Assistant Professor, Rochester Institute of Technology
My primary area of research is using games and gaming in English courses, and more specifically using role-playing games to teach fiction writing. I am an Assistant Professor at the Rochester Institute of Technology.
avatar for David Simkins

David Simkins

Associate Professor, Rochester Institute of Technology
David is fascinated by the potential of games, particularly role playing as a tool for facilitating and encouraging learning. He is also fascinated by the constraints and affordances of different games as tools for learning. Fortunately, he is able to study games, write about games... Read More →


Friday June 13, 2014 12:00pm - 1:00pm CDT
Beefeaters
 
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