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Wednesday, June 15
 

5:00pm PDT

AOC is Among Us: Learning to be a Crewmate, or an Impostor, in a Gaming Community of Practice
This project focuses on United States Representative Alexandria Ocasio-Cortez’s playing and learning in the social deduction video game, Among Us. Using sociocultural learning theory as a lens, this project analyzes Ocasio-Cortez’s gameplay videos posted in Twitch. Attention will be given to her interactions with others to identify situated meanings and social moves that allow her to become a more legitimate participant in the community. This project analyzes how Ocasio-Cortez uses discourse to position herself, as well as how her actions are perceived and acted upon by others. The discursive social moves she engages in where coded as “noob positioning” and her actions that showed lack of literacy in the game were coded as “noob moves.” Another type of interaction identified was coded “experts explaining things” which was often a reaction to noob moves or noob positioning. These types of interactions are likely a ubiquitous occurrence in communities of practice and affinity groups. 

Speakers
avatar for Raul Figueroa-Rivera

Raul Figueroa-Rivera

Doctoral Student, University of Illinois at Chicago
Hello!I'm Raúl (Rah-OOl). I'm from Puerto Rico. I'm a lifelong gamer, my first favorite game was probably Breath of Fire on the Super Nintendo! I always attribute some of my learning of English to that game as well as other games like Pokemon and MTG card games. I have degrees... Read More →



Wednesday June 15, 2022 5:00pm - 7:00pm PDT
Pacific Ballroom Terrace UCI Conference Center, 311 W Peltason Dr # A, Irvine, CA 92697

5:00pm PDT

Co-Designing a STEM-based VR Game For and With Neurodiverse Learners
As part of developing and researching a virtual reality (VR) game intended to increase access to and broaden participation in STEM learning, designers and researchers from [Institution] and interns from [Institution], a post-secondary institute for learners with autism, ADHD, and other learning differences, are immersed in an intensive co-design process. Co-design embraces the ‘nothing about us without us’ movement by ensuring stakeholder voices, in this case neurodiverse learners, have a prominent role throughout the design process. In this poster, we’ll describe our co-design process, key lessons learned, important game-design decisions, and the experiences and perspectives of individual co-design participants. Recommendations will be provided to help guide others who are interested in implementing a co-design process of their own.

Speakers
avatar for Zac Alstad

Zac Alstad

EdGE at TERC
Knock! Knock! Who's there? Needle. Needle who? Needle little help getting in the door!
avatar for Gerald Belton

Gerald Belton

Landmark College
Knock, knock! Who’s there? Wire. Wire who? Wire you always asking ‘who’s there’?
avatar for Ibrahim Dahlstrom-Hakki

Ibrahim Dahlstrom-Hakki

Senior Research Scientist, Technical Education Research Centers (TERC)
Knock! Knock!Who’s there?Howl.Howl who?Howl you know if you don't open the door?
avatar for Teon Edwards

Teon Edwards

Lead Designer, EdGE at TERC
Games for learning;Play for learning;Using the digital to engage people in the world around them;Tacit learning in STEM-based games;XR/AR/VR affordances for learning;Co-Design;Zoombinis (Hip, hip, Zoombinis!!!)
avatar for Ian Hagberg

Ian Hagberg

Landmark College
Knock! Knock!Who's there? Honeydew.Honeydew who? Honeydew you want to hear some garden jokes?
avatar for Katherine Hoder

Katherine Hoder

Landmark College
Knock! Knock! Who's there? Turnip. Turnip who?Turnip the volume, I love this song!
avatar for James L Larsen

James L Larsen

EdGE at TERC
I'm interested in leveraging games and play to get people outside or to better connect people to real world experiences. My projects include STEMlandia XR, SportsLab, and Mission to Europa (a VR mystery).
avatar for Becky Scheff

Becky Scheff

Landmark College
Knock, knock.Who’s there?Quiche.Quiche who?Can I have a hug and a quiche?
avatar for David E Soltero

David E Soltero

Landmark College
Knock, knock.Who’s there?Banana.Banana who?Knock, knock.Who’s there?Banana.Banana who?Knock, knock.Who’s there?Orange.Orange who?Orange you glad I didn’t say banana?


Wednesday June 15, 2022 5:00pm - 7:00pm PDT
Pacific Ballroom Terrace UCI Conference Center, 311 W Peltason Dr # A, Irvine, CA 92697

5:00pm PDT

Co-telling our Futures: Counterstory as Design Learning Technique
Many great thinkers have called for us to imagine a better possible future but how do we facilitate learning to do so? (Freire, Le Guin, Butler). Stories help us imagine the way the world works and what is possible within it (Horkheimer & Adorno). Storytelling in design and critical ways of imagining story are crucial to helping our future generations create survivance in eras of massive change (Vizenor). Utilizing and combining methods from Critical Computational Literacy, Critical Media Literacy, Critical Race Theory, Indigenous STEAM, Transformative Learning and Constructionist art making, this poster session explores how we might co-design counterstory centered learning environments that both utilize and critically examine digital technology in our lives. 

Speakers
avatar for Rose O'Leary

Rose O'Leary

University of California, Irvine
Knock, knockWho's there?Lettuce.Lettuce who?Lettuce in, it's cold out here.


Wednesday June 15, 2022 5:00pm - 7:00pm PDT
Pacific Ballroom Terrace UCI Conference Center, 311 W Peltason Dr # A, Irvine, CA 92697

5:00pm PDT

Environmental Brightness, Clutter, and Hue Game Preferences Among Neurodiverse Versus Neurotypical Players
As part of an NSF-funded project, this study reports on data collected from neurotypical and neurodiverse learners to inform the development of an inclusive informal STEM learning game. Data was collected from 66 neurotypical and 41 neurodiverse participants regarding their preference for different values of scene brightness, hue, and amount of clutter. Results indicate that while optimal values were similar across the two groups, neurodiverse participants had stronger and more consistent preference for those values. Implications for game development are discussed.

Speakers
avatar for Zac Alstad

Zac Alstad

EdGE at TERC
Knock! Knock! Who's there? Needle. Needle who? Needle little help getting in the door!
avatar for Ibrahim Dahlstrom-Hakki

Ibrahim Dahlstrom-Hakki

Senior Research Scientist, Technical Education Research Centers (TERC)
Knock! Knock!Who’s there?Howl.Howl who?Howl you know if you don't open the door?
avatar for Teon Edwards

Teon Edwards

Lead Designer, EdGE at TERC
Games for learning;Play for learning;Using the digital to engage people in the world around them;Tacit learning in STEM-based games;XR/AR/VR affordances for learning;Co-Design;Zoombinis (Hip, hip, Zoombinis!!!)


Wednesday June 15, 2022 5:00pm - 7:00pm PDT
Pacific Ballroom Terrace UCI Conference Center, 311 W Peltason Dr # A, Irvine, CA 92697

5:00pm PDT

Final Fantasy and Black Reality: The Changing Cultural Context of JRPGs
To fans of the role-playing game (RPG) genre, this legacy of antiquated depictions of Blackness is perhaps best exemplified by Barret Wallace from SquareSoft’s videogame Final Fantasy VII (1997). Robust, imposing, and equipped with a literal gun for an arm; Barret was for many their first Black playable character in an RPG. Embodying much of the industry's ideas on race, Barret was in many ways a window into how Blackness operated in gaming: controllable but secondary, righteous but unhinged, and hypermasculine yet desexualized. In 2020 SquareEnix would be faced with updating Barret from the gruff Mr.T-modeled entity of the ‘90s to a modern character befitting Final Fantasy VII: Remake.

As one of few notable characters of color who have been readapted for shifting cultural expectations, Barret Wallace provides a unique character study of racial representation across gaming contexts and time. Using Barret as a subject, this poster seeks to explore three questions: How has the character changed between releases? How do these changes reflect an evolving representational context in video games and society? And, how might Barret’s current depiction serve as a lens to interpret Blackness?

Speakers
avatar for Reginald Gardner

Reginald Gardner

Doctoral Student, University of California, Irvine
Reginald is currently a Eugene Cota Robles  Fellow, pursuing a Ph.D. in Informatics at The University of California – Irvine. Under the tutelage of Constance Steinkuehler, they study fighting games as artifacts, the Fighting Game Community (FGC), and esports in university settings... Read More →


Wednesday June 15, 2022 5:00pm - 7:00pm PDT
Pacific Ballroom C UCI Conference Center, 311 W Peltason Dr # A, Irvine, CA 92697

5:00pm PDT

Flatland XR: An Embodied Geometry Game Using Shared Holographic AR
This Extended Reality (XR) video game, Flatland XR, explores collaborative embodiment of geometric reasoning. The technological simulations utilize Augmented Reality (AR) that projects virtual holograms of two-dimensional (2D) and three-dimensional (3D) geometric shapes layered on top of the users’ physical world. Recent advances in shared holographic AR (shAR), have allowed for a multi-user learning experience for collaborative manipulation of the same hologram, creating opportunities for research in embodied learning. Embodiment for our simulation uses physical motion, gestures, and perception of shapes. This alternative modality of learning provides different affordances for understanding geometry by illustrating dynamic transformations, 3D objects, and allows for joint task and simulation feedback. This project explores eight different geometric simulations modeled after the 1800s fictional novella, Flatland, about an imaginary world run by geometric shapes.

Speakers
avatar for Jonathan Hunnicutt

Jonathan Hunnicutt

Southern Methodist University
Knock! Knock! Who's there? Beets.Beets who?Beets me!
avatar for Candace Walkington

Candace Walkington

Southern Methodist University
Knock, knock.Who’s there?Dejav. Dejav who?Knock, knock.
avatar for Julianna C Washington

Julianna C Washington

Southern Methodist University
Ph.D. Student & Graduate Research AssistantEducation & Human DevelopmentDepartment of Teaching and LearningMath, STEM, VR/AR/XR FocusM.Ed. focused in STEM, BA Economics


Wednesday June 15, 2022 5:00pm - 7:00pm PDT
Pacific Ballroom Terrace UCI Conference Center, 311 W Peltason Dr # A, Irvine, CA 92697

5:00pm PDT

Gamify! Teacher PD for Gameful Learning and Gamification with Classcraft
Gameful learning design involves systematic approaches to instructional design to make learning activities more game-like and playful. A panel of five speakers (researchers, middle-school teachers, and a professional trainer) will discuss an ongoing teacher professional learning (PL) program called Gamify!, which introduces subject-area teachers to gameful learning design and gamification. To foster personally meaningful and engaging learning experiences for students, the online PL program emphasizes the use of gameful design approaches to fulfill the underlying psychological needs for autonomy, competence, and relatedness theorized by self-determination theory. Classcraft, an online platform that supports gameful learning experiences, is a central component of the PL. Ten to twelve teachers from six schools are creating and implementing two five-day gameful lessons with approximately 300 students in grades 6–8 by May 2022. Discussion topics will include implementation outcomes, preliminary research findings, the challenges of meaningfully gamifying K–12 instruction, and other lessons learned.

Speakers
avatar for James Diamond

James Diamond

Johns Hopkins University
Knock! Knock! Who's there? Art Art who? R2-D2, of course.
avatar for Anu Sharma

Anu Sharma

Johns Hopkins University
Knock, knock.Who’s there?A little old lady.A little old lady who?Wow, I didn’t know you could yodel!


Wednesday June 15, 2022 5:00pm - 7:00pm PDT
Pacific Ballroom Terrace UCI Conference Center, 311 W Peltason Dr # A, Irvine, CA 92697

5:00pm PDT

Mission HydroSci: Outcomes, Scale and Sustainability
Mission HydroSci (MHS) is a game-based virtual learning environment to build important science knowledge and competencies in ways that fit the Next Generation Science Standards (NGSS, 2013). MHS was developed with the support of funds from the U.S. Department of Education and has been played by over 1000 middle school students. Based on significant student learning gains from the first grant period and a plan for extended evaluation as well as moving to scale and sustainability our team has been awarded a second grant. The poster will present (1) key aspects of gameplay, (2) learning outcomes and lessons learned from the first grant period, and (3) plans for additional development, evaluation and sustainability.

Speakers
avatar for Joe Griffin

Joe Griffin

University of Missouri
Knock! Knock! Who's there? Voodoo. Voodoo who? Voodoo you think you are asking me so many questions?
avatar for James Laffey

James Laffey

Columbia, Missouri, United States of America, University of Missouri
Knock! Knock! Who's there? Santa. Santa who?Santa email reminding you I’d be here, and you STILL make me wait in the cold!


Wednesday June 15, 2022 5:00pm - 7:00pm PDT
Pacific Ballroom Terrace UCI Conference Center, 311 W Peltason Dr # A, Irvine, CA 92697

5:00pm PDT

Participatory design in machine learning: Culturally sustaining pedagogy for AI co-design
Artificial Intelligence (AI) has been used as a tool for social good in applications from global warming to universally accessible healthcare. Despite its potential, AI can fail to positively affect the target community if the community’s expert knowledge is not involved in the project design. My research is about re-inventing participatory design in the age of AI by bringing together the fields of AI, human-computer interaction, education, and team science. Specifically, I seek to bring AI experts into local communities, and through participatory methods and education, produce community-centered tools that reflect the community’s interests and priorities. Using design-based research methods, I seek to demonstrate how AI tools can help urban LatinX communities in the Southwestern United States, and then build models that are broadly applicable. By doing this, we will make sure that AI will be a tool that empowers and serves the people that need it the most.

Speakers
avatar for María J. Anderson-Coto

María J. Anderson-Coto

PhD student, University of California, Irvine
Maria J. Anderson-Coto (she/her) is a PhD student from UC Irvine. Her work focuses on the intersection of design, human-computer interaction, education, and computer science. Her work focuses on co-designing with Latinx communities by re-thinking technologies in order to produce justice-centered... Read More →


Wednesday June 15, 2022 5:00pm - 7:00pm PDT
Pacific Ballroom Terrace UCI Conference Center, 311 W Peltason Dr # A, Irvine, CA 92697

5:00pm PDT

Scaffolding Zoombinis: Adding Executive Function Surrounds to the Popular, Classic Game
The popular, award-winning game Zoombinis has been around since the 90s, with an updated version launched in 2015 for new devices. Since that relaunch, research has been conducted on the effectiveness of the game and related bridging activities for the teaching and learning of computational thinking (Author, 2021; Author, 2021b; Author, 2019; Author, 2018; Author, 2017). Recently, efforts have been made to design and test executive function (EF) scaffolds that surround puzzles from the game, permitting learners who may have EF challenges, such as issues with working memory, attention, and metacognition, to demonstrate their skills with computational thinking (CT), a logical approach to problem solving which can be applied to any problem, task, or system. On this poster, we’ll present the Zoombinis scaffolds, the intent of their design, and the results of their use with teachers and students, grades 3-8, as part of a larger CT-education project.

Speakers
avatar for Jodi Asbell-Clarke

Jodi Asbell-Clarke

Director, EdGE at TERC
I direct a team of game designers, researchers, and learning scientists who live and work on the edge of science and play.
avatar for Ibrahim Dahlstrom-Hakki

Ibrahim Dahlstrom-Hakki

Senior Research Scientist, Technical Education Research Centers (TERC)
Knock! Knock!Who’s there?Howl.Howl who?Howl you know if you don't open the door?
avatar for Teon Edwards

Teon Edwards

Lead Designer, EdGE at TERC
Games for learning;Play for learning;Using the digital to engage people in the world around them;Tacit learning in STEM-based games;XR/AR/VR affordances for learning;Co-Design;Zoombinis (Hip, hip, Zoombinis!!!)
avatar for Erin Bardar, PhD

Erin Bardar, PhD

Education Materials Director, EdGE at TERC
As Education Materials Director for EdGE at TERC, my role includes elements of game design, outreach, and curriculum development. I work with the design team to help ensure that beneath all the fun, the games we develop are grounded in science that is both accurate and aligned with... Read More →
avatar for Tara Robillard

Tara Robillard

EdGE at TERC
Knock, knock.Who’s there? Lena.Lena who?Lena a little closer, and I’ll tell you another joke!


Wednesday June 15, 2022 5:00pm - 7:00pm PDT
Pacific Ballroom Terrace UCI Conference Center, 311 W Peltason Dr # A, Irvine, CA 92697

5:00pm PDT

The Big Build Up: Prosocial Tabletop Game Relating One’s Self-Esteem to Power and Control Exhibited in Dating Relationships
In the United States, 1 in 3 teens will experience physical, sexual, psychological or emotional abuse by someone they are in a relationship with before they become adults (Talk About It, n.d.). Yet teens often have difficulty differentiating between the characteristics of healthy romantic relationships and abusive behaviors that erode boundaries and undermine their safety and wellbeing, especially in the early stages when the signs are subtle (Olson, 2009). In response to this crisis, a team of game designers has produced a low-cost research-based 2-player cooperative tabletop game. The Big Build Up enables teens to discover the tactics often used to manipulate and control others, even when the effects of those behaviors may not be immediately obvious, and practice strategic decision-making boundary-setting skills in the safe space of gameplay.

Speakers
avatar for Lynn Ann Baus

Lynn Ann Baus

DePaul University
Knock! Knock! Who's there? Figs. Figs who? Figs the doorbell, it's broken!
avatar for Lien B Tran

Lien B Tran

Assistant Professor, DePaul University
Lien Tran (she, her, hers) is an assistant professor of games and design at DePaul University's School of Design in the College of Computing and Digital Media. She is director of Matters at Play, a transdisciplinary design lab partnering in the creation of interactive advocacy solutions... Read More →


Wednesday June 15, 2022 5:00pm - 7:00pm PDT
Pacific Ballroom Terrace UCI Conference Center, 311 W Peltason Dr # A, Irvine, CA 92697

5:00pm PDT

The Rapid Prototyping Game
The Rapid Prototyping Game is an educational game that pairs best teaching practices with game design. By grouping game elements into manageable categories, and isolating specific components, students can analyze how adding, subtracting, or combining game elements can create dynamic changes in a game. Most students focus on entertainment when playing games without ever thinking analytically about why they are having fun or why they enjoy a game. The Rapid Prototyping Game teaches them to make meaningful choices as they learn the iterative process through play.

Speakers
avatar for Andrew Peterson

Andrew Peterson

Ferris State University
Knock, knock Who's there?KentKent who?Kent you tell by my voice?
avatar for Matthew Smith

Matthew Smith

Ferris State University
Knock, knock.Who’s there?Haven.Haven who?Haven you heard enough of these knock-knock jokes?


Wednesday June 15, 2022 5:00pm - 7:00pm PDT
Pacific Ballroom Terrace UCI Conference Center, 311 W Peltason Dr # A, Irvine, CA 92697

5:00pm PDT

Using Fortnite Creative to Imagine Solutions to World Problems
We've seen how games can change classrooms and communities for the better, but can they really help all of humanity survive — and even thrive? The United Nations has 17 Sustainable Development Goals (SDGs). These are must-reach targets for the year 2030, and have been crafted with the purpose of supporting continued comfortable human life on Earth. At Epic, we've taken these goals to heart. We're providing lesson plans that you can use with Fortnite Creative to educate a new generation on the importance of sustainability across many aspects of life.

Speakers
avatar for Steve Isaacs

Steve Isaacs

Education Program Manager, Epic Games
Steve Isaacs is the Education Program Manager at Epic Games. His mission in this role is to support educators and students in exploring career opportunities that leverage interactive 3d skills. Prior to his role at Epic, Steve was a public school teacher for 28 years, teaching game... Read More →
avatar for Benjamin Kelly

Benjamin Kelly

Educator, Anglophone East School District
Ben is a Canadian STEM educator who has been celebrated by Prime Minister Justin Trudeau twice. He was ISTE's Games and Simulations Network Teacher of the Year in 2020 and his program was FETC's choice for Top High School STEM Program in North America for 2020 as well. He was a guest... Read More →


Wednesday June 15, 2022 5:00pm - 7:00pm PDT
Pacific Ballroom Terrace UCI Conference Center, 311 W Peltason Dr # A, Irvine, CA 92697

5:00pm PDT

When Feedback Leads to False Confidence: A Curious Outcome of a Game-Based Health Intervention
Whack-a-Mole is a melanoma identification training game developed to evaluate the effectiveness of different identification training techniques using immediate personalized feedback. Two widely implemented training systems are used to identify malignant melanoma through a skin exam: ABCDE, a mnemonic for the five factors that increase likely diagnoses, and the ugly duckling sign (UDS). The game system randomized the training types the player received, in addition to a hybrid approach and a control condition. The game delivered standard and motivational feedback to a subset of players in each of these conditions as they identified moles. Both the standard feedback and motivational feedback led to higher perceived self-efficacy as compared to conditions with no feedback, regardless of whether or not the player was successful at identifying malignant moles.

Speakers
avatar for Clay Ewing

Clay Ewing

Associate Professor, University of Miami
I'm the director of the New Experience Research and Design Lab (NERDLab), a social impact game studio at the University of Miami. I work with students to design and develop games for public health and social justice. Our lab also works with health communication researchers to evaluate... Read More →
avatar for Shasa Hu

Shasa Hu

University of Miami
Knock! Knock! Who's there? Closure. Closure who? Closure mouth while you're chewing!
avatar for Soyoon Kim

Soyoon Kim

University of Miami
Knock! Knock! Who's there? Irish. Irish who?Irish you a Merry Christmas!
avatar for Ekaterina Malova

Ekaterina Malova

University of Miami
Knock! Knock! Who's there? Sherlock. Sherlock who? Sherlock your door shut tight.
avatar for Bingjing Mao

Bingjing Mao

University of Miami
Knock! Knock! Who's there? Robin. Robin who?Robin you! Hand over your cash!
avatar for Nick Carcioppolo

Nick Carcioppolo

University of Miami
Knock! Knock! Who’s there? Radio. Radio who? Radio not, here I come!
avatar for Ashley Reynolds

Ashley Reynolds

University of Miami
Knock, knock.Who’s there?Leon.Leon who?Leon me when you’re not strong!
avatar for Margaret Sanchez

Margaret Sanchez

University of Miami
Knock, knock.Who’s there?I am.I am who?Don’t you even know who you are?!


Wednesday June 15, 2022 5:00pm - 7:00pm PDT
Pacific Ballroom Terrace UCI Conference Center, 311 W Peltason Dr # A, Irvine, CA 92697

5:00pm PDT

“Find Ways to Cope:” Games and Gamification Supporting College Student Mental Health During the Pandemic
The COVID- 19 pandemic has created challenges for student mental health in higher education. Emerging literature documents the various challenges that today’s college students encounter, but students’ coping strategies are understudied. Our work examines how college students utilize gaming as a tool to transition into a new campus environment and address mental health. Using a grounded theory approach, our analysis of interviews with freshmen on one campus during Fall 2021 revealed that college students use mental health apps and games in response to pandemic-related stress and anxiety. Students also articulated connecting to their peers as well as to themselves. We argue that gaming plays a critical role in this historic time by supporting students in their pandemic-lives on a college campus under stressful circumstances.

Speakers
avatar for Cynthia Carter Ching

Cynthia Carter Ching

Professor of Learning and Mind Sciences, University of California, Davis
Technology and identity, personal data gaming, embodied cognition, games and behavior.
avatar for Jade Lee

Jade Lee

University of California, Davis
Knock! Knock!Who's there?Snow.Snow who?Snow use. I forgot my name again!


Wednesday June 15, 2022 5:00pm - 7:00pm PDT
Pacific Ballroom Terrace UCI Conference Center, 311 W Peltason Dr # A, Irvine, CA 92697

5:00pm PDT

“We reserve the right but have no obligations”: An analysis of current policies governing gaming behavior
Moderation in online games and community forums significantly impacts in-game user experience. Establishing clear and consistently enforced rules of engagement can help reduce the normalization of disruptive behavior and the proliferation of anti-democratic beliefs.
To understand the current policies governing gamer behavior, we conducted a comprehensive audit of online legal documents and regulations related to popular online multiplayer games. Such documents include end-user license agreements, terms of services, codes of conduct,  community rules, and privacy policies.
We focused on the discourse of game company policy texts and how developers and publishers define such terms as harassment, stalking, threatening, defamation, extremism, and hate speech. We paid particular attention to responsibility and accountability, consequences for breaking the rules, severity of potential retributions, and proposed implementations of these policies.
Our synthesis of current trends and themes will contribute to developing more effective and consistent policies towards governing and moderating user behavior.


Speakers
avatar for Agnes Romhanyi

Agnes Romhanyi

Ph.D. Student, University of California, Irvine
avatar for Garrison Wells

Garrison Wells

University of California, Irvine
Garrison Wells is a PhD student in informatics at the University of California-Irvine, advised by Dr. Constance Steinkuehler. Gary completed his B.A. in Psychology at the University of California-Santa Barbara in 2016, and in 2017 earned his Msc. in Psychological Research from the... Read More →
avatar for Jason G Reitman

Jason G Reitman

Doctoral Student, University of California, Irvine
Jason G. Reitman (he/him) is a PhD candidate in Informatics at the University of California, Irvine advised by Constance Steinkuehler. He studies how teams distribute cognitive work to achieve common goals in high pressure situations. His dissertation investigates team communication... Read More →
avatar for Nathan James Villarosa Lacsamana

Nathan James Villarosa Lacsamana

Student, Producer, and Game Developer, University of California, Irvine
avatar for Constance Steinkuehler

Constance Steinkuehler

Professor of Informatics, University of California–Irvine
Constance Steinkuehler is a Professor in the Department of Informatics at the University of California, Irvine where she researches culture, cognition, and learning in the context of multiplayer online videogames. She is an ADL Belfer Fellow, Chair of UCI’s Game Design and Interactive... Read More →


Wednesday June 15, 2022 5:00pm - 7:00pm PDT
Pacific Ballroom Terrace UCI Conference Center, 311 W Peltason Dr # A, Irvine, CA 92697
 
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