My research focuses on blended learning, designing effective interventions that integrate digital content and learning analytics into learning environments that inform and empower individuals. I am interested in understanding the effect of pedagogical designs that place the student at the center and that privilege the student and teacher relationship. Additionally, I am conducting work on applied research that investigates the design of digital learning content that enables learning analytics for student learning purposes.
The Temporal Attentive Observation (TAO) Scale: Development of an Instrument to Assess Attentive Behavior Sequences During Serious Gameplay. Technology, Knowledge, and Learning. (2017).
We don’t need no stinking badges: The impact of reward features and feeling rewarded in educational games. Computers in Human Behavior. (2015),
Analytics-driven design: Impact and implications of team member psychological perspectives on a serious games (SGs) design framework (Chapter 12). Games analytics: Methodologies for performance measurement, assessment, and improvement. (2015).
Five approaches to measuring engagement: Comparisons by video game characteristics, Simulation & Gaming.
Google Scholar (Profile)
Trackable Reasoning and Analysis for Collaboration and Evaluation (TRACE)
2017 – 2021
Funding source: Intelligence Advanced Research Program Activity (IARPA) – Crowdsourcing Evidence, Argumentation, Thinking and Evaluation (CREATE).
News release – Syracuse University
Cycles of Your Cognitive Learning, Expectations, and Schema (CYCLES)
2012 – 2016
Funding source: Intelligence Advanced Research Program Activity (IARPA) – SIRIUS Program.
News release – University of Albany