Authors

75 International Authors will be presenting their Experience of Games and Learning

List of Authors (more to be added shortly):
Dr. Stephanie Anzman-Frasca, University at Buffalo
Dr. Jodi Asbell-Clarke, TERC
Ms. Martha Attridge-Bufton, Carleton University
Ms. Janet Benson, Learnovate
Mr. Zoran Bogdanovic,
Ms. Tracey Cassells, Institute of Technology Carlow
Ms. Leticia Cherchiglia, Michigan State University
Mr. Gavin Clarke, Institute of Technology Carlow
Mr. Brice Clocher, Institut fur Informationswirtschaft und Marketing
Mr. Derek Curry, University at Buffalo
Dr. Carmine De-Nicola, Beyond srl
Mr. Colin Deevy, Institute of Technology, Carlow
Mr. Fabio Di-Salvadore, QUI! Group
Mr. José Juan Dominguez-Veiga, Maynooth University
Prof. Leonard Epstein, University at Buffalo
Prof. Joseph Eustace, University College Cork
Prof. Myles Faith, University at Buffalo
Dr. Patrick Felicia, Waterford Institute of Technology
Mr. Gregory Patrick Garvey, Quinnipiac University
Dr. Ioana Ghergulescu, Adaptemy
Dr. Owen Gottlieb, Rochester Institute of Technology
Mr. Che Guevara-John, Leeds Beckett University
Ms. Johanna Hall, The Open University in Milton Keynes
Mr. Sanaul Haque, Institute of Technology, Carlow
Mr. Colin Harkness, Carleton University
Dr. Carrie Heeter, Michigan State University
Ms. Sinead Herlihy, DEIS Boys Primary School
Ms. Greta Hoffmann, Institut fur Informationswirtschaft und Marketing
Mr. Stephen Howell, Microsoft
Mr. Tan Hsiao Yuz, Nanyang Technological University
Ms. Renee Jorae, Michigan State University
Mr. Joseph Kehoe, Institute of Technology Carlow
Dr. Grace Kenny, Dublin City University
Dr. Jennifer Killham, University of Cincinnati
Mr. Mihas Konopelko, Institute of Technology, Carlow
Ms. Adelajda Korra, VIMS-International Meridian School
Dr. Erika Laredo, Leeds Beckett University
Ms. Sue Lindsay, Leeds Beckett University
Ms. Sara Lis-Ventura, University College Cork
Mr. Kevin Loughrey, Institute of Technology, Carlow
Dr. Tiina Lynch, Adaptemy
Mr. Sean Lynch, OpenLitterMap
Dr. Roisin Lyons, Dublin City University
Prof. Hamish MacLeod, The University of Edinburgh
Dr. Ilaria Mariani, Politecnico di Milano
Ms. Lucinda McArdle, Abertay Univerity
Mr. Conor McCrossan, National University of Ireland, Galway
Mr. Adam McGuire, Institute of Technology Carlow
Dr. Robb Mitchell, University of Southern Denmark
Dr. Owen Molloy, National University of Ireland, Galway
Mr. David Murphy, University College Cork
Ms. Kasyoka Mwanzia, Aalborg University
Dr. Daire OBroin, Institute of Technology Carlow
Dr. David Pape, University at Buffalo
Prof. Maja Pivec, University of Applied Sciences FH JOANNEUM
Prof. Barry Plant, University College Cork
Mr. Jim Playfoot, White Loop
Mr. Ken Power, Institute of Technology, Carlow
Mr. Keith Quille, Maynooth University
Ms. Valeria Quircio, Politecnico di Milano
Dr. Elizabeth Rowe, TERC
Mr. Andy Sandham, Leeds Beckett University
Mr. Ian Schrieber, Rochester Institute of Technology
Dr. Kenneth Scott-Brown, Abertay University
Dr. Anita Singh, University at Buffalo
Dr. Robin Sloan, Abertay University
Dr. Sabin Tabirca, University College Cork
Mr. You Yuan Tan, University College Cork
Mr. Ryan Tucci, Carleton University
Ms. Tamara Vagg, University College Cork
Mr. Thomas Vaidhyan, Aten Inc
Dr. P.J. White, Institute of Technology Carlow
Ms Dominique Whittaker, University of the Witwatersrand
Ms Qin Zhang, Michigan State University
Mr. Yilang Zhao, Michigan State University






Dr. Stephanie Anzman-Frasca, University at Buffalo

Stephanie Anzman-Frasca is an Assistant Professor in the Division of Behavioral Medicine. Her research is centered at the intersection of developmental psychology and obesity prevention, with an overarching goal to promote healthy developmental trajectories for all individuals.

Stephanie’s presentation (s): Designing a board game to promote delay of gratification

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Dr. Jodi Asbell-Clarke, TERC

Jodi Asbell-Clarke has been designing and researching curriculum and professional development for STEM teachers for over 20 years. Jodi’s background includes an MA in Math, an MSc in Astrophysics, and a PhD in Education. She was an onboard software verification analyst for IBM during the first 25 missions of the Space Shuttle and taught at the laboratory school at University of Illinois. She has been the principal investigator or numerous curriculum development, teacher professional development, and educational research projects examining the inclusion of all learners in quality STEM education. In 2009, she co-founded EdGE at TERC, a team of game designers, educators, and researchers studying implicit STEM learning in digital games

Jodi’s presentation (s): We Know More than we can Tell: Game-Based Learning Analytics to Measure Implicit Learning

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Ms. Martha Attridge-Bufton, Carleton University

Martha is responsible for delivering information literacy instruction to undergraduate and graduate students at Carleton. On the advice of her children and colleague Rodney Nelson, she decided to incorporate stories and meaningful play into her teaching practice rather than limiting her strategies to being a "talking head". Her paper Tell More Stores: Information Seeking, Information Literacy and the Design of a Culturally Responsive Instruction Program for First-year Aboriginal Students won the 2016 IFLA Student Paper Award.

Martha’s presentation (s): Play your cards right! The role of meaningful play in teaching information literacy to first-year students

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Ms. Janet Benson, Learnovate

Janet holds a MSc. in Digital Education from the University of Edinburgh and undergraduate qualifications in Science from UCD (BSc.) and Environmental Protection from IT Sligo. Janet focused on game-based learning in the workplace as part of her MSc. Dissertation. Janet brings over 15 years of industry experience to her role in Learnovate. She has worked in Learning & Development with the Coca-Cola Company and Abbott Diagnostics Division, as well as implementing a number of innovative learning solutions as Education Manager with Lionbridge Technologies. Her role in the Learnovate Centre is to support the team in designing learning experiences as part of a variety of learning projects. Janet has a variety of interests including travel, participating in the online book club she founded, and enjoying life in the seaside village of Strandhill.

Janet’s presentation (s): Game-Based Learning in the Pharma Industry: Let’s Play! or Game Over?

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Mr. Zoran Bogdanovic,

Zoran’s presentation (s): Educative board game – Economics Game

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Ms. Tracey Cassells, Institute of Technology Carlow

Tracey Cassells graduated from IT Carlow with a B.Sc(Hons) in Computer Games Development and is currently enrolled as a Doctorate student. Her research interests are in gamification and the effect of game-elements on time-management.

Tracey’s presentation (s): Using gamification to promote effective time-management in tertiary education

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Ms. Leticia Cherchiglia, Michigan State University

Leticia Cherchiglia is a 2nd year PhD student of Media and Information at Michigan State University, with a certificate in Serious Game Design and Research. Originally from Brazil, her current research is mainly focused on the connection between serious games, avatar effects, and STEM learning for middle-school students. Upon graduation, Leticia hopes to contribute to both academia and industry by expanding the belief that games can positively impact education and society

Leticia’s presentation (s): Tech Trek: a serious card-game about STEM careers

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Mr. Gavin Clarke, Institute of Technology Carlow

Gavin Clarke worked for four years to earn a honours bachelor’s degree in Computer games development from the Institute of Technology Carlow. He has had an interest in video games for most of his life and he because of this he wanted to learn how to make them. He has worked in gameCORE since finishing his BSc and has worked on two different projects before starting work on an MSc

Gavin’s presentation (s): The effects of gamification on third level study habit formation

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Mr. Brice Clocher, Institut fur Informationswirtschaft und Marketing

Brice Clocher is a computer engineer M.Sc. with a specialty in interaction and game design. He worked in various European universities as a research engineer on human-computer interaction projects about mobility and tangible interaction, and as an assistant lecturer in game design and programming. He co-founded in 2014 Bunny & Gnome, a game studio focused on creating educational games with high entertainment value and worked for two and a half years as main software engineer on the studio’s debut game “Trash Monsters”.

Brice’s presentation (s):

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Mr. Derek Curry, University at Buffalo

Derek Curry is an artist, researcher, and educator completing his PhD in Media Study. His dissertation is concerned with human agency within automated decision-making systems used in the process of data aggregation and classification in algorithmic trading systems and Open Source Intelligence gathering.

Derek’s presentation (s): Designing a board game to promote delay of gratification

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Dr. Carmine De-Nicola, Beyond srl

As the Head of Research and Development Projects at Beyond, Carmine leads and coordinates research and development activities regarding gamification modelling, automation algorithms, profiling systems, data analytics and operation research. He is an Electronic Engineer holding PhD in Mathematics from University of Salerno in Italy and he has 10 years of traceable research experience. He has worked in many national projects as a consultant for companies and research departments. He is also author of several scientific papers published on international journals.

Carmine’s presentation (s): Creating a ‘gamified’ learning experience: ideas emerging from the NEWTON project

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Mr. Colin Deevy, Institute of Technology, Carlow

Colin’s presentation (s): Increasing Student Motivation and Awareness of Career Opportunities Through Gamification

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Mr. Fabio Di-Salvadore, QUI! Group

Currently the Head of Group Project Financing and Grants, Fabio holds a degree in Business Administration. Since 1992, he has practiced various business experiences for private enterprises mainly in Logistics services, Training and Management Consulting sectors, in Italy and abroad, holding different responsibilities in Business Planning, Internationalization and Marketing. Senior Manager at QUI! Group since 2004, he has held different appointments in company direction and management, focusing on objectives such as strategic and economic planning, business process re-engineering, change management, organization efficiency, business and services development, start-ups. Since 2008 he supported Group CTO in managing different ICT company units and digital services development and, since 2009, he has coordinated the management of Group special projects in Innovation, Industrial Research and Experimental Development co-funded under Regional, National and European Programmes, in partnership with widely known Universities, Industrial and Service Companies in Italy and internationally.

Fabio’s presentation (s): Creating a ‘gamified’ learning experience: ideas emerging from the NEWTON project

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Mr. José Juan Dominguez-Veiga, Maynooth University

José is a PhD candidate at the Insight Centre for Data Analytics in Maynooth University. With over a decade of experience as a professional software engineer, and a background in computer science (BSc Hons, CIT) and technology and learning (MSc, TCD), his main research topic is the design and implementation of user interfaces to facilitate research tasks for practitioners with no formal technical background, from data collection to analysis and visualisation. An ‘unranked’ League of Legends aficionado, he is fascinated by the potential that certain tools and techniques contained in video games have in terms of enhancing learning efforts and experiences.

José Juan’s presentation (s):

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Prof. Leonard Epstein, University at Buffalo

Leonard Epstein is a SUNY Distinguished Professor in the Departments of Pediatrics, Community Health and Health Behavior and Social and Preventive Medicine, and the Chief of the Division of Behavioral Medicine. His research interests focus on health behavior change and determinants of eating, physical activity and drug self-administration.

Leonard’s presentation (s): Designing a board game to promote delay of gratification

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Prof. Joseph Eustace, University College Cork

Prof Joseph Eustace: is the Director of the HRB Clinical Research Facility at UCC (CRF-C). The facility Is co-funded by the University and by the Health Research Board and supports the design, conduct and analysis of Patient Focused Research throughout UCC and its affiliated Medical Centres. He is also a Consultant Renal Physician at Cork University Hospital. He graduated MB, BAO BCh (UCD) 1990 and undertook postgraduate training in General Internal Medicine and Nephrology in Dublin (1990-1996), Johns Hopkins University Hospital, Baltimore (1996-1999), and a NIH funded Fellowship in Clinical Epidemiology at the Johns Hopkins Bloomberg School of Public Health, (1997-1999), as part of which he undertook a MHS (Clin Epi) degree. He served as an Assistant Professor on both the Johns Hopkins Faculty of Internal Medicine and in the Department of Clinical Epidemiology and served as State Commissioner for kidney disease, Maryland Kidney Commission (2002 – 2005). He was appointed Consultant (2005) and Professor (2012) in the Department of Nephrology at Cork University Hospital and Director of the CRF-C in 2012. His research has been funded by the NIH (NIDDK), NKF and the HRB and is focused on the nutritional management of CKD and investigations into bone and vascular health in renal transplant recipients.

Joseph’s presentation (s): A Serious Mobile Game App For Adults With Cystic Fibrosis

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Prof. Myles Faith, University at Buffalo

Myles Faith is Professor and Associate Chair of the Department of Counseling, School, and Educational Psychology.

Myles’s presentation (s): Designing a board game to promote delay of gratification

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Dr. Patrick Felicia, Waterford Institute of Technology

Patrick Felicia, PhD, is a lecturer, course leader and researcher at Waterford Institute of Technology, where he teaches and supervises undergraduate and postgraduate students. He obtained his MSc in Multimedia Technology in 2003 and PhD in Computer Science in 2009 from University College Cork, Ireland. Patrick has a keen interest in the design and development of engaging educational multimedia-based application for secondary and third level. He is specialized in Game-Based Learning, Multimedia, Educational Psychology, and Instructional Design. He is Editor-In-Chief of the International Journal of Game-Based Learning (IJGBL) and has also served on program committees for international Game-Based Learning and Technology-Enhanced Learning conferences and journals. Patrick is currently conducting research in the fields of adaptive educational games and user profiling in video games. He is also investigating the factors that may facilitate or prevent the integration of GBL in primary, secondary and third-level education. In addition to his research on GBL, he also focuses on promoting best practices for GBL amongst educationalists (e.g., keynotes and workshops), a task he believes is crucial for a wider understanding and acceptance of GBL.

Patrick’s presentation (s): Creating 3d Worlds with Unity

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Mr. Gregory Patrick Garvey, Quinnipiac University

Gregory Patrick Garvey is the Director of Game Design and Development at Quinnipiac University in Hamden, Connecticut and also serves as Chair of the Department of Visual and Performing Arts. He has held previous appointments as Visiting Fellow in the Arts at Quinnipiac; as an Associate Artist of the Digital Media Center for the Arts at Yale University; as Chair of the Department of Design Art at Concordia University in Montréal and as a Fellow at the Center for Advanced Visual Studies at MIT. After finishing his Masters at MIT he worked at Parker Brothers and later Spinnaker Software developing mass market and educational games.

Gregory Patrick’s presentation (s): Learning Game Design: a 21st Century Liberal Education in Action?

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Dr. Ioana Ghergulescu, Adaptemy

As the Head of Research and Adaptive Learning at Adaptemy, Ioana is focused on research and development and more specifically on evaluating and improving the adaptive learning experience, improving the data analytics suite, and coordinating the academic research. She has over 10 years of traceable research experience on various research groups and companies from Ireland, UK and Romania. Previously, she was a lecturer and a researcher with National College of Ireland. She holds a PhD in Computer Science, Technology Enhanced Learning from National College of Ireland, Ireland and a B.Eng. in Computing and Information Technology from Politehnica University of Timisoara, Romania. She was awarded several research grants by different funding bodies such as Irish Research Council, COST, and Stellar.

Ioana’s presentation (s):

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Dr. Owen Gottlieb, Rochester Institute of Technology

Owen Gottlieb, Ph.D. is Assistant Professor of Interactive Games and Media at the Rochester Institute of Technology. He is founder and lead researcher at the Initiative in Religion, Culture, and Policy at the RIT MAGIC Center. Gottlieb founded ConverJent: Jewish Games for Learning in 2010 and in 2013, his game Jewish Time Jump: New York was nominated for Most Innovative Game at the Games for Change Festival. Gottlieb’s research focuses on games, religious literacy, the acquisition of culture practice, and policy impact. Gottlieb, Schreiber, and the RCP team’s latest game is Lost & Found, a table-top to mobile game teaching religious legal systems, beginning with Maimonides’ Mishneh Torah. The digital prototype of the analog game was funded by the National Endowment for the Humanities. Among his professional associations are the International Game Developers Association, the Writers Guild of America, West. www.owengottlieb.org

Owen’s presentation (s): Implications of Abstraction in Learning Mechanics

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Mr. Che Guevara-John, Leeds Beckett University

Che’s career as a game developer & designer began in the 80’s home computer games industry, and has worked across several technology & digital entertainment sectors which include Sony, LG, Sky, BBC and Channel4. Che has been involved in a variety of funded digital media projects/commissions, and employed as a creative consultant for several high profile events. Notable recent projects would include ‘Frictions of Distance’ at the Iniva Gallery London, featured on the BBC’s World Service. He is currently the Course Director for Game Design and Computer Animation & Visual Effects at Leeds Beckett University and undertaking his PhD in Image Salience within Mixed Reality Environments. His other research interests include game, play & visual culture, user experience and the social impact of digital communication technologies.

Che’s presentation (s): You, Me & Consent Awareness (YMCA): Using VR and Immersion in Narrative Spaces

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Ms. Johanna Hall, The Open University in Milton Keynes

Johanna is a full-time PhD student in her first year at the Centre for Research in Education and Educational Technology (CREET) at the Open University in Milton Keynes. Johanna’s research focuses on informal learning in virtual worlds and Massively Multiplayer Open Online Games (MMOGs). Although still in the preliminary stages, Johanna hopes to utilise a mixed method approach in her research to illuminate how players of MMOGs conceptualise and experience creative practices and how these may be facilitated by both solitary and group flow. Additionally, the research hopes to explore how risk-taking and varying levels of group interdependence may impact player creativity. Johanna received her MA in Sociology and her MRes in Social Research Methods at the University of Aberdeen where she examined gamer sub-culture within Massively Multiplayer Online Role Playing Games using an ethnographic approach. She further went on to look at flow experiences across different game mediums; both non-digital games, sports and digital games. To further her interest in technology she completed a MSc in Software Technology and Network Management at the Robert Gordon University in Aberdeen, where her software project involved designing and implementing a graphical steganography application using Least Significant Bit (LSB) and whitespace algorithms.

Johanna’s presentation (s): Flow and Creativity in Massively Multiplayer Online Games

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Mr. Sanaul Haque, Institute of Technology, Carlow

Sanaul Haque received his BSc (Hons) degree in 2012 and his MSc degree in 2014. Since then, S Haque has engaged himself as a Research Assistant and conducting collaborative research activities. He is also a member of IEEE. His research interests are Behavioural Change, Persuasive Technology, Gamification and Game-based Learning.

Sanaul’s presentation (s): A Gamified System Model for Postgraduate Research Students to Foster Progression and Social Connectedness

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Mr. Colin Harkness, Carleton University

Colin Harkness is the Gifts Coordinator at the MacOdrum Library at Carleton University. He has been in the book business for the better part of 33 years. Starting as book scout for the local book dealers in 1979 to analyzing donations for the Library’s general and Archival and Rare Book Room needs. The only thing Colin has done longer is play strategic and tactical board games. As a lifelong strategic gamer he is committed to the Library’s growing board gaming collection and acquiring games that modernize and enhance the student learning experience at Carleton University

Colin’s presentation (s): Play your cards right! The role of meaningful play in teaching information literacy to first-year students

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Dr. Carrie Heeter, Michigan State University

Carrie Heeter is a professor of Media and Information at Michigan State University and director of the graduate certificate program in Serious Game Design and Research. As an experience designer and media effects researcher, her work has spanned media ranging from television to games to virtual reality with persistent focus on informal science learning, women and technology, and presence. She designs and studies outcome-based, object-oriented cybermeditation experiences, besides exploring the idea of meditation as meaningful play

Carrie’s presentation (s): Tech Trek: a serious card-game about STEM careers

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Ms. Sinead Herlihy, DEIS Boys Primary School

Sinead Herlihy M.Ed is a teacher in a DEIS Boys Primary School in Co.Cork. Sinead is currently in Learning Support/Resource in her school, and regularly uses digital story-telling and film-making to inspire and engage pupils who struggle to learn in the conventional classroom environment. The pupils in her class use a wide variety of ICT resources including: Minecraft, Khanacademy, Scratch programming, Lego Wedo, Google Apps for Education and a host of Web 2.0 tools. Sinead has been a tutor for the Professional Development Service for Teachers- Technology in Education for a number of years, facilitating a variety of courses.

Sinead’s presentation (s): Teaching Literacy, History and Geography with Minecraft: Education Edition

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Ms. Greta Hoffmann, Institut fur Informationswirtschaft und Marketing

Greta Hoffmann is a studied Product- and Game Designer with experience in the fields of Graphic Design, Game Design and User Experience. As a guest researcher at the Institute of Information Systems and Marketing in the research group “Participation and Collaborative Services” she explores aspects of gaming and game design elements that are directed towards the improvement of motivation and reward in participatory contexts. Her research activities are specifically focused on the distinction and usage of player types and long-term playing incentives.

Greta’s presentation (s): Trash monsters – Insights into the Design of Long-Term Motivation in an Edu-Game on Waste Sorting

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Mr. Stephen Howell, Microsoft

Stephen’s presentation (s): Teaching Literacy, History and Geography with Minecraft: Education Edition

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Mr. Tan Hsiao Yuz, Nanyang Technological University

Tan Hsiao Yuz is teaching fellow for the Visual & Performing Arts Academic Group at the National Institute of Education, Nanyang Technological University as well as a senior education officer for the Ministry of Education, Singapore. An interdisciplinary visual art educator with strong interests in art education, pop culture and what goes on in the Singapore art classroom. His problem solving approaches are uniquely influenced by his engineering education, his world views shaped by his stint as a senior trade officer in the then Trade Development Board of Singapore during his early career years and his pedagogies favorably inspired by his journey as a published comic artist. Encouraged by the family of tabletop games he designed, his foray into the domain of game design education for his university further diversifies the repertoire of tricks he brings into his classes. Using academic research to consolidate the synergies from the confluence of these various strands, he looks forward to enhancing the Singapore art education landscape with a bold spirit guided by the common passion of the education fraternity at home, supported by an international network of like-minded friends.

Tan’s presentation (s): Story Squares – A Game-based Approach for Inspiring Visual Stories

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Ms. Renee Jorae, Michigan State University

Renee Jorae is a middle school technology educator and instructional coach for St. Johns Public Schools. She has completed Michigan State University’s Masters in Educational Technology Program. Her goal is to find ways to engage and empower all of her students so they want to take control of their learning; especially focusing on those students who struggle. She has seen the power of gaming in her classroom and believes there is a way to intrinsically motivate students in an educational setting through the use of meaningful, educational games.

Renee’s presentation (s): Tech Trek: a serious card-game about STEM careers

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Mr. Joseph Kehoe, Institute of Technology Carlow

Joseph Kehoe received his BSc in Computer Science in 1990 and his MSc in 1992. He has worked in education at both secondary and tertiary levels. He has worked as a consultant in industry and ran his own company doing consultancy, training and custom software development for a number of years. He is course director of the BSc in Software Development and has previously been course director of the BSc in Computer Games Development. While acting as head of department of Computing (2002-2004) he completed the first programmatic review of the department, set up the summer school in computing and helped set up the Computer Games Degree. He lectures to all levels and is currently joint leader of the gameCORE research group in IT Carlow.

Joseph’s presentation (s):
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Dr. Grace Kenny, Dublin City University

Grace Kenny is a postdoctoral researcher in the Irish Centre for Cloud Computing and Commerce (IC4) at Dublin City University. She completed her PhD in Management Information Systems at DCU. Her research interests include information privacy, health information systems, research methods, and gamification in education.

Grace’s presentation (s): Perceptions of Gamification: For the student, By the student

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Dr. Jennifer Killham, University of Cincinnati

Jennifer E. Killham, Ph.D., has devoted over twenty years to fostering intellectual curiosity and divergent thinking through gameful learning. Each day, with zest and enthusiasm, she recommits herself to mentoring emerging talent in the games industry and teaching profession. Jennifer serves on the leadership team for the International Ambassador scholarship program, an organization that promotes diversity in the games industry for underserved regions of the world. In her university-level teaching, Jennifer works with early childcare providers to advance the transformative power of games. Together, alongside these dedicated educators, she reinvigorate learners through the power of play. Jennifer’s research combines gameful learning and resilience pedagogy, including the facilitation of an online character play used to develop conflict resolution strategies and the creation of a board game to address affluence and poverty in schooling. She is the author of "Unmasking the Mystique: Utilizing Narrative Character-Playing Games to Support English Language Fluency," which appeared in the International Journal of Game-Based Learning, and the book chapter, "The Power of Feedback: Teachers and Parents Providing Social Motivations in Game-Based Learning" from the book Game-Based Learning and the Power of Play: exploring evidence, challenges and future directions. When not at work, she is often found playing Kyle Brockman’s hidden role game Witchhunt or liking pictures of pugs on Instagram.

Jennifer’s presentation (s): Improvisational Mentoring: A Framework for Creative Teaching in Character-Playing Games

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Mr. Mihas Konopelko, Institute of Technology, Carlow

Mihas Konopelko was born in Tallinn, Estonia in 1993 and moved to Ireland in 2005. In 2015 he graduated from a Computer Games Development Course in I.T Carlow with Honour Bachelor Degree. Currently, he is working on his Research Master’s Degree, conducting a research “Solving excessive surface learning among students by helping them to internalise standards through gamification.” The interest lies in the student’s learning methods and how to improve them, as well as different gamification theories and related topics.

Mihas’s presentation (s): Helping students to internalise standards through gamification

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Ms. Adelajda Korra, VIMS-International Meridian School

Adelajda Korra was born in Tirana, Albania in 1992. Adelajda qualified with a Bachelor Degree in Computer and Instructional Technologies Education from Trakya University in Turkey in 2014, followed by a MEd (Education Quality Management) – Lithuanian University of Educational Sciences (LEU) in Vilnius, in 2016. Currently she is working as a teacher of Mathematics and IT (Cambridge Primary/ Secondary 1 level) in a Cambridge School, in Vilnius, Lithuania. Adelajda’s role, includes working on a number of engagement outreach and after activities with particular focus on STEAM integrated education, managing and implementing the organization of a wide range of digital, creative and steam education projects and now she also works as school’s Education & Career Counselor. She is currently completing a re-qualification program of Pedagogics in The Professional Competence Development Institute of LEU where she is conducting a qualitative research : "The impact of applying project-based learning strategies of STEAM integrated education in primary school: an exploratory study among students in VIMS-International Meridian School", aiming to develop her research further in a PHD of education.

Adelajda’s presentation (s): Applying Game-based learning strategies for STEAM education

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Dr. Erika Laredo, Leeds Beckett University

Dr. Erika Laredo is a Senior Lecturer in Youth Work and Community Development. She is an experienced community researcher and has both co-ordinated and supported Erasmus+ projects. Erika is currently the Principal or Co-investigator on a number of research projects (examining meanings of co-production in local community initiatives, the importance and value of street outreach services to the Joanna Project, developing resilience in students by using gaming strategies in a consent project). Erika has written a number of evaluative reports based on this research, some of which have been published in both practitioner and peer reviewed journals. She is currently working with a local group of young care leavers and using digital story telling as the primary vehicle for engagement. This is a useful and empowering tool that enables them to tell their own stories in their own words.

Erika’s presentation (s): You, Me & Consent Awareness (YMCA): Using VR and Immersion in Narrative Spaces

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Ms. Sue Lindsay, Leeds Beckett University

Sue Lindsay is a Senior Lecturer in Youth Work and Community Development. Prior to this she was employed within statutory and voluntary organisations as a youth worker for 12 years. Sue has both a BA and an MA in youth Work and Community Development. As a practitioner and academic Sue both understands and values the need for a comprehensive and consistent approach to training youth workers. She has vast experience of working with young people in a number of diverse settings, all of which has developed her understanding of the importance of the synergies between theory and practice

Sue’s presentation (s): You, Me & Consent Awareness (YMCA): Using VR and Immersion in Narrative Spaces

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Ms. Sara Lis-Ventura, University College Cork

Sara Lis Ventura received a Degree cum laude in Oriental Languages in 2003 and a Master Degree in “Teaching and Promotion of the Italian Language and Culture to Foreigners” in 2008 from Ca’Foscari University, Venice. In the past ten years she has gained extensive experience teaching Italian as a foreign language. From 2004 to 2008 she worked as Italian Language Teacher at the Italian Cultural Institute in New Delhi, India and from 2010 to 2016 she has been Assistant Professor in Italian, Department of Interpretation and Translation, at the Hankuk University of Foreign Studies in South Korea. She is currently a first year PhD candidate in the Department of Italian at University College Cork. Her research project focuses on the use of Digital storytelling in Foreign language instruction. The study aims at understanding in which ways the creative process of designing a multimodal artefact could impact on students’ imaginative potential and creative use of the Foreign Language.

Sara’s presentation (s): Language play in South Korea: a tool to bridge cultural divide and to facilitate Koreans’ journey across a western language and culture

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Mr. Kevin Loughrey, Institute of Technology, Carlow

Kevin Loughrey is a PhD candidate at the Institute of Technology, Carlow. He is carrying out research in partnership with Intuition Publishing, Ltd. into the effect of game elements on corporate e-learning. Kevin’s research has been funded by the Irish Research Council and the IT Carlow President’s Fellowship.

Kevin’s presentation (s): Toward a Model for Effective Corporate Gamification

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Dr. Tiina Lynch, Adaptemy

Tiina works as a research analyst at Adaptemy as part of Research and Adaptive Learning team. Having previously studied for her PhD in Biology in Maynooth University, Ireland, and she also holds a MSc from Trinity College Dublin, Ireland and a BSc from Queen Mary University of London, UK. She has five years of experience in research and higher education in Ireland, and has been awarded research grants from Teagasc, SEB and COST.

Tiina’s presentation (s): Creating a ‘gamified’ learning experience: ideas emerging from the NEWTON project

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Mr. Sean Lynch, OpenLitterMap

Sean Lynch holds a masters of science in Coastal & Marine Environments and another masters of science in Geographical Information Systems and Remote Sensing. He is the sole developer of OpenLitterMap.com and started teaching himself how to code just last year following his 1H1 Dissertation “Open Litter Map – An Integrated Litter-Monitoring Strategy” in 2015. He is a geospatial analyst by training with a particular interest in using Citizen Science to mitigate anthropogenic pressures on ecosystem services and particularly enjoys working at sea. Much of this inspiration comes from time spent as a training and working as a divemaster in the tropics, which he was able to finance after working as a team leader for a green energy company during a gap year in Australia. His current goal is to facilitate reductions in plastic waste entering the ocean and he believes OpenLitterMap can achieve that starting at individuals and local scales and working iteratively to expand. This is being done by empowering people to take action which can be made fun through gamification and OpenLitterMap is now active in several countries – “Finally all those hours of playing counter-strike have payed off”!

Sean’s presentation (s): OpenLitterMap: A Gamified App like Pokemon Go for tidy Towns

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Dr. Roisin Lyons, Dublin City University

Roisin Lyons is a lecturer of entrepreneurship/innovation and PhD scholar at DCU Business School. She currently lectures in Dublin City University, Dublin and Princess Nora University, Riyadh and has won teaching awards for both posts. Her research interests include entrepreneurship education, teamwork and pedagogy.

Roisin’s presentation (s): Perceptions of Gamification: For the student, By the student

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Prof. Hamish MacLeod, The University of Edinburgh

Hamish Macleod is a Senior lecturer within the Institute for Education, Community and Society (ECS), and Programme Selector for the MSc. His background is in biology and psychology, and particular interests are in the uses of computer-mediated communications and game-informed approaches in teaching and learning.

Hamish’s presentation (s):

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Dr. Ilaria Mariani, Politecnico di Milano

PhD in Design, Ilaria is research fellow (Design Department) and contract professor (School of Design) at Politecnico di Milano. She designs, investigates and lectures in games for social change as systems for communication and social innovation. Her theoretical and applied research mainly addresses (1) the meaningful negative experiences certain games create to activate reflection and change, and (2) games as empowering interactive narratives, between ethics and aesthetics. The focus is on games able to meaningfully challenge players to explore civic, social, political, moral or ethical issues, encouraging an alteration of entrenched attitudes and sometimes even behaviours. To comprehend the impact on players and their effectiveness in transferring meanings, she employs interdisciplinary practices and tools (quantitative + qualitative). She is part of ImagisLab group (imagislab.it), where she designs and researches games as communication systems and interactive narratives with communitarian interests.

Ilaria’s presentation (s): Revealing Interactions. Situated Play for First-hand Knowledge

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Ms. Lucinda McArdle, Abertay Univerity

Lucinda McArdle is currently in her first year of a Master of Philosophy research degree at Abertay University, working on a collaborative project between Abertay University and the Scottish National Blood Transfusion Service. After completing her undergraduate degree and gaining a First Class Honours in Game Design and Production Management at Abertay University she spent time working in both academia and the games industry. Her research interests lay in game design, narrative design, games with purpose, game development studies, games in education, game based-learning and user experience. She is particularly interested in taking on an interdisciplinary approach to inform her research by collaborating with those from different schools of thought.

Lucinda’s presentation (s): Games and Media Facilitated E-Learning

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Mr. Conor McCrossan, National University of Ireland, Galway

Mr McCrossan is a 2nd year PhD student at the National University of Ireland, Galway. He holds a Masters of Applied Science (Enterprise Systems) from the National University of Ireland, Galway. He has over 10 years software development experience in the telecommunications industry. His experience is mainly in C/C++ and web based Java. During his career he has worked in 6 telecommunication software companies including Nortel Networks, Ericsson and Eircom. As a senior software engineer he was responsible for the design, implementation, test and deployment of new features on embedded C/C++ systems and enterprise level Java web applications. During his time in Tango Telecom Ltd he worked on a web based system which interacts with Tango’s SMS system to allow operators, support personnel and management to monitor, configure and maintain an SMS system which handles millions of short messages on a daily basis

Conor’s presentation (s): Monitoring the Change in Awareness, Knowledge, Attitude, Perception and Behaviour Produced by Serious Games

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Mr. Adam McGuire, Institute of Technology Carlow

Adam McGuire is a Post Graduate Research student for gameCORE at the Institute of Technology Carlow. In 2012, he graduated from IT Carlow’s Wexford Campus and received a BA in Art and Design. In 2014, he graduated with a first class honours in Visual Communications and Design from IT Carlow’s Wexford Campus. This background allows for a collaborative research between IT Carlow’s gameCORE and designCORE. Adam is interested in how progressive technology is constantly changing how customers perceive and interact with design. His interest in the research is to improve his design and concept skills along with his understanding of human centred design.

Adam’s presentation (s): Increasing Student Motivation and Awareness of Career Opportunities Through Gamification

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Dr. Robb Mitchell, University of Southern Denmark

Robb Mitchell is assistant professor, social interaction design at the University of Southern Denmark, following a PhD there entitled “Facilitating Shared Understandings of Risk”. A graduate of Environmental Art at Glasgow School of Art, his research and practice draws upon a diverse background that includes community development, market research, music promotion, cultural management, science communication and new media curating. This has ranged from bright lights, big city stuff with Ministry of Sound and Franz Ferdinand to craft activities with children and the elderly on the remote Scottish island of Orkney. A common thread running through most of his work has been developing novel artifacts, environments, and processes that bring people closer together, whether creatively, socially and professionally. In particular, addressing the barriers that may prevent or reduce interaction, exchange and collaboration between remote locations, different disciplines, different abilities, levels of expertise and/or levels of familiarity. His current focus is designing new forms of intensely collaborative play.

Robb’s presentation (s):

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Dr. Owen Molloy, National University of Ireland, Galway

Dr. Molloy is a lecturer and supervisor to PhD level in Information Technology at the National University of Ireland, Galway. He is coordinator of the Master of Information Technology degree and Erasmus coordinator for IT. He is involved in the development of R&D activities in the areas of Distributed Systems, Enterprise Information Systems and Health Informatics. He holds Doctoral (Industrial Engineering), Masters (Electronic Engineering) and Bachelors (Electronic Engineering) degrees from the National University of Ireland. He previously worked with Bäurer Software and Consulting GmbH, managing the start-up of the first international office of the Bäurer Group. While with Bäurer, Dr. Molloy was responsible for the establishment of an international software engineering team to provide ERP system re-engineering and localisation services for the group. Prior to that he worked as a Senior Software Engineer for Nortel Networks, where he specialised in the implementation of Enterprise Information Systems, to improve process visibility and information flow across the supply chain. He is an active reviewer and evaluator for the European Commission since 2002, primarily in the areas of ICT, SME’s and Marie Curie. Dr. Molloy has experience as a project manager in both nationally funded and EU-funded research projects.

Owen’s presentation (s): Monitoring the Change in Awareness, Knowledge, Attitude, Perception and Behaviour Produced by Serious Games

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Mr. David Murphy, University College Cork

Mr. David Murphy is a lecturer and researcher at University College Cork; he has a wide range of expertise and experience in the area of Virtual Reality, Spatial Audio and Serious Games.

David’s presentation (s): Assessment of Gesture-Based Natural Interface Systems in Serious Games

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Ms. Kasyoka Mwanzia, Aalborg University

Kasyoka Mwanzia is from Nairobi, Kenya. She received a B.A., Communication Design, jointly from Concordia University Wisconsin and Milwaukee Institute of Art and Design in 1999. She then worked in various capacities in advertising, marketing and non-profit organisations in Nairobi, and from 2009 to 2015 as a communications consultant. She is currently part of the Media Arts Cultures program – an Erasmus Mundus joint master degree developed by a consortium of four universities. She has studied at the Danube University, Austria; City University, Hong Kong; and Aalborg University, Denmark. Her research interests include global cross border perspectives on: visual and digital literacy, social contexts of media culture, cross sections between historical and contemporary cultural heritage, cultural mediation, and games for change.

Kasyoka’s presentation (s): Business Game State of Play: A Case Study on Game Selection by Business Game Companies

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Dr. Daire OBroin, Institute of Technology Carlow

Daire O Broin holds a Ph.D. in Computer Science from Trinity College Dublin, which focused on approaches to developing the conditions of flow. He has been a lecturer at IT Carlow since 2008, where he teaches on the Computer Games Development programme. His research interests include increasing engagement and intrinsic motivation in games and learning

Daire’s presentation (s):
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Dr. David Pape, University at Buffalo

Dave Pape is an Associate Professor in the Department of Media Study. He works in the creation of interactive virtual environments, the development of tools for computer art and performance, and co-directs UB’s Game Studies program.

David’s presentation (s): Designing a board game to promote delay of gratification

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Prof. Maja Pivec, University of Applied Sciences FH JOANNEUM

FH-Prof DI Dr. Maja Pivec is professor of Applied Game Design and Learning with Multimedia at the Institute of Design & Communication. Her research interests are in the field of affective and emotional aspects of human-computer interaction, with emphasis on game design, game-based learning and innovative learning approaches, and different aspects of e-learning. She is co-ordinator, scientific leader or partner in several EU or national founded projects. Her research work is published and presented at more than 100 international conferences and publications. She teaches also at the degree European Masters for EC Project Management and at the Master de Animacion at UPV in Valencia.

She is editor and co-editor of four book publications in the area of innovative learning approaches. She is guest editor of eLearning Papers n43 – Applied Games and Gamification – Drivers for Change, July 2015. She was hosting European Conference on Game-Based Learning in 2009 and will be hosting the European Conference on Game-Based Learning in 2017.

Maja’s presentation (s):

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Prof. Barry Plant, University College Cork

Prof Barry Plant: MB, BCH BAO, BMed SC, MD, FRPCI is a consultant respiratory physician, the Director of the Adult Cystic Fibrosis Centre at Cork University Hospital (CUH)- University College Cork, an executive member of the Cystic Fibrosis Registry of Ireland, the current Chairman of the Medical and Scientific Council of Cystic Fibrosis Ireland, and a former national co-chair for the European Cystic Fibrosis Conference (ECFC). A University College Cork medical graduate, he dual trained in respiratory and general medicine in accordance with the Royal College of Physicians of Ireland and subsequently undertook a fellowship in pulmonary and critical medicine at the University of Washington, Seattle, with a special interest in cystic fibrosis (CF), where he remained until securing his current post in 2007. Prof Plant’s research group focuses on translational CF medicine including CF aging, CFTR modulation and the microbiome (lung and gut). Recently he was successfully awarded an FP7 award (6 million Euros over 3 years) from the EU commission, involving 12 partner sites across Europe and one in the USA. The project CFMATTERS (www.cfmatters.eu) will provide a randomised, multi-centre control trial of microbiome-derived antimicrobial treatments versus current empirical therapy and explore the implications of the ‘lung-gut’ axis with serial prospective lung and gut microbiome analysis in stability and exacerbation in patients with CF. Professor Plant is widely published and recently contributed to both the ERS CF Monograph and the ECFS “Living longer with CF”. He has been a Principal Investigator on a wide range of clinical trials and ‘real-world’ studies in CF. He has been an invited speaker at many scientific meetings including ATS, ERS, Australasian CFC, ECFC, and an FDA meeting.

Barry’s presentation (s): A Serious Mobile Game App For Adults With Cystic Fibrosis

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Mr. Jim Playfoot, White Loop

Jim is a writer, researcher, consultant and Co-Founder and Managing Director of Getenergy Intelligence, an education consultancy based in Soho, London. Jim’s work over the last 15 years has focused on exploring the challenges of how we educate and prepare young people for the 21st century, understanding the dynamic between technology and learning and developing new thinking around how educators can promote well-being and quality of life. Jim has a particular interest in how education can be a driver of social and economic development and has worked extensively in Africa and Latin America.

Jim’s presentation (s): Creating a ‘gamified’ learning experience: ideas emerging from the NEWTON project

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Mr. Ken Power, Institute of Technology, Carlow

Ken’s presentation (s): Increasing Student Motivation and Awareness of Career Opportunities Through Gamification

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Mr. Keith Quille, Maynooth University

Keith Quille is a Laois based teacher, associate lecturer and a PhD student. Keith‘s studies are at Maynooth University where he is in his fourth year of a part time PhD in Computer Science. Keith is a full time teacher in St Conleth‘s Community College where he teaches Computer Science at Further Education, he is also an associate lecturer in the Institute of Technology Tallaght where he teaches part time students software development and management science.
Keith‘s main area of interest, in both his research and teaching, is Computer Science Education and in particular, pedagogy of Computer Programming. Keith is actively involved in curriculum development and currently delivers continuing professional development (CPD) in the further education field.

Keith’s presentation (s): Does Scratch improve self-efficacy and performance when learning to program in C#? An empirical study.

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Ms. Valeria Quircio, Politecnico di Milano

Valeria attended the School of Design, Politecnico di Milano and holds a MSc in Communication Design. She is currently attending the Brand Communication Specializing Master at Politecnico di Milano. She is interested in games as systems of communication, and the relation between them and social issues. In particular, she analysed on how games can become activators of good practices and critical reflections, looking at how they can affect people’s behaviors and attitudes. She investigates games as sources of both social engagement and experience-based learning models. During her MSc she created Noar, a persuasive urban game aimed at sensitizing players about the timely but often neglected issue of social anxiety, and that is also intended for triggering thoughtful reflection about our ordinary and extra-ordinary social interactions. Now, she is focusing on how ludic methods and processes can be applied to the Corporate Social Responsibility field, in order to design participative and effective communications

Valeria’s presentation (s): Revealing Interactions. Situated Play for First-hand Knowledge

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Dr. Elizabeth Rowe, TERC

Elizabeth Rowe is a senior researcher at TERC, studies and develops innovative uses of technology in and out of schools with a current focus on game-based learning. Dr. Rowe is currently the Director of Researcher for the Educational Gaming Environments group at TERC where she oversees the research design, data collection, and analysis for all EdGE projects. Prior to joining EdGE, she was PI of Kids’ Survey Network, co-PI of the Learning Science Online project, and led several formative and summative evaluations of technology integration projects. Elizabeth’s background includes a Bachelor&lquot;s in Math from the University of the Pacific and a M.A and Ph.D. in Human Development and Family Studies from Cornell University.

Elizabeth’s presentation (s): We Know More than we can Tell: Game-Based Learning Analytics to Measure Implicit Learning

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Mr. Andy Sandham, Leeds Beckett University

Andy Sandham has spent over twenty years as a game developer, in that time working on a number of notable titles such as the original ‘Tomb Raider’ series. He has spent four years teaching Game Design at Europe’s top rated Game architecture and design course at NHTV university of applied sciences in the Netherlands, and having recently relocated back to the UK, he is now in his second year teaching game development within the Game Design course at Leeds Beckett University

Andy’s presentation (s): You, Me & Consent Awareness (YMCA): Using VR and Immersion in Narrative Spaces

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Mr. Ian Schrieber, Rochester Institute of Technology

Ian’s presentation (s): Implications of Abstraction in Learning Mechanics

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Dr. Kenneth Scott-Brown, Abertay University

Kenneth C Scott-Brown is currently a Senior Lecturer in Psychology at Abertay University. He has research interests in interactive screen media and vision science. He is particularly interested in the scope for the two disciplines to progress through a shared focus on the scope of computer game technologies and techniques to present information in engaging and accessible forms. His research collaborations are characterised by an appreciation the visual conditions that either enhance or inhibit accurate perception of the visual world. Previously he has held the role of Lecturer in Psychology at Abertay. That appointment followed post- doctoral research positions at Nottingham, St Andrews and Glasgow Caledonian Universities. His MA Hons and PhD in Psychology were both undertaken at University of St Andrews in Fife, UK.

Kenneth’s presentation (s): Games and Media Facilitated E-Learning

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Dr. Anita Singh, University at Buffalo

Anita Singh is Project Coordinator at University at Buffalo School of Medicine and Biomedical Sciences

Anita’s presentation (s): Designing a board game to promote delay of gratification

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Dr. Robin Sloan, Abertay University

Dr Robin Sloan is the Programme Leader for BA (Hons) Game Design and Production at Abertay University in Dundee, UK, where he teaches within the UK’s first Centre for Excellence in Computer Games Education. After working in the videogames industry in both art and post-production, Robin researched for a PhD in animation, with a specific focus on the development and critique of expressive videogame characters. More recently, Robin has published research on the design of games for education and nostalgia within contemporary game design and cultures.

Robin’s presentation (s): Games and Media Facilitated E-Learning

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Dr. Sabin Tabirca, University College Cork

Dr Sabin Tabirca: graduated from Faculty of Mathematics of University of Bucharest with a 1H degree in Informatics. He obtained his PhD in 1998 from University of Brunel for studying new sequential and parallel methods for the maximum flow problem. He served as an assistant professor, lecturer, senior lecturer and associate professor in the Computer Science Department of Transylvania University of Brasov for more than 10 years. In 2000, after a short post-doctoral stage in University of Manchester, Dr Tabirca moved to UCC as a lecturer in Computer Science. Since 2010 Dr Tabirca holds a position of senior lecturer.

Sabin’s presentation (s): A Serious Mobile Game App For Adults With Cystic Fibrosis

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Mr. You Yuan Tan, University College Cork

You Yuan Tan graduated from University College Cork with a 2H1 degree in Computer Science in 2014. He also complete his Masters with 1H degree in computer Science in University College Cork too. His MSc project was a mobile application for helping Cystic Fibrosis patient

You Yuan’s presentation (s): A Serious Mobile Game App For Adults With Cystic Fibrosis

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Mr. Ryan Tucci, Carleton University

Ryan Tucci is currently completing his Master of Library and Information Science at San Jose State University. He has a degree in history and communication studies as well as a Library and Information Technician diploma. He currently works at the Carleton University Library as a reserves technician. His professional interests include emerging technology, gamification, and copyright.

Ryan’s presentation (s): Play your cards right! The role of meaningful play in teaching information literacy to first-year students

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Ms. Tamara Vagg, University College Cork

Tamara Vagg completed her primary B.A. in Visual Communications in Waterford Institute of Technology in 2012, she went on to complete her Masters in Interactive Media in University College Cork, Tamara’s MSc project was proposed by the CFMATTERS research group and specialised in visualisation and simulation for the education of Cystic Fibrosis. Following on from this, she began her PhD in 2014 under the supervision of Dr Sabin Tabirca of UCC and Professor Barry Plant of CUH, and is currently working on developing her MSc research further through this. Tamara has particular interests in patient education design thinking, 3D visuals and simulation. These interests extends to include educational and digital content for other areas of the medical industry

Tamara’s presentation (s): A Serious Mobile Game App For Adults With Cystic Fibrosis

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Mr. Thomas Vaidhyan, Aten Inc

Over and above its IT consulting & custom application development origins, Aten has over the last decade, developed core competencies in Serious Games Design & development and Data Driven 3D Virtual Immersive Learning Environments & Simulations with embedded performance based assessments and formative feedback for immersive training, on the job support, strategic decision making and marketing as well as Virtual World creation. Personally passionate about removing the global barriers to education and bringing about positive social change , Thomas serves as a Founding Board Member with BEST NC (which comprises of 150+ North Carolina CEOs to enhance educational policy advocacy in NC), as well as Board Member of Research Triangle High School ( Pioneer in Personalized Learning & Flip Methodology) and as First Robotics Regional and National Judge.

Thomas’s presentation (s): Fun & Immersive, Data driven Games for Training/Education and its AI, VR and AR potential

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Dr. P.J. White, Institute of Technology Carlow

Dr. P.J. White is a qualified Product Designer and has extensive design industry experience innovating for small to multi-national businesses. Most notably he has worked as a designer for the iconic Waterford Stanley and AGA Rayburn brands. Currently he is a research leader at designCORE research centre together with being a lecturer and postgraduate research supervisor at the Institute of Technology Carlow. Recently he was Co Chair of the first Irish design Research Conference hosted in Carlow June 2015 and lead editor of Iterations research review. P.J. holds a PhD in Product Design, specifically in the areas of Design Ethnography and product design for older adults. Academic interests include user centric research by way of understanding human behaviours and cultures. Areas of expertise are within Product/Industrial Design, Design Research, Design Ethnography/Anthropology, Qualitative research methods for design, Design Processes, User Centric Design, and Design for Older People.

P.J.’s presentation (s): Increasing Student Motivation and Awareness of Career Opportunities Through Gamification

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Ms Dominique Whittaker, University of the Witwatersrand

Dominique Whittaker is 22 years old, and is currently studying to obtain her Masters degree in Game Design at the University of Witwatersrand in South Africa. Her educational background also includes having studied a 3-year degree in psychology and an Honors equivalent degree in 3D animation. Her passion lies in education and gamification, as she currently works as a freelancer in her part time, to create an e-learning platform with a future vision for training simulations and gamified tests. This passion can also be found in her work at university, as she is currently working with the Chris Hani Baragwaneth Hospital to create a game for disadvantaged children diagnosed with HIV.

Dominique’s presentation (s): Asha: Using a mobile game to educate, support and monitor the medical adherence of children diagnosed with HIV in South Africa

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Ms Qin Zhang, Michigan State University

Qin Zhang is a graduate student from Michigan State University, concentrating on Human Computer Interaction. She is not only a UI/UX designer, but also she is a creator. She has always had a passion for digital products, and it could be a video game, a mobile app, a website or VR headwear. Before started working on UI/UX industries, she was an artist in advertising creative work, photography and illustration. Now, interaction design offers her much more possibility to reach out this fantastic world.

Qin’s presentation (s): Tech Trek: a serious card-game about STEM careers

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Mr. Yilang Zhao, Michigan State University

Yilang Zhao is a master student of the Department of Media and Information at Michigan State University, concentrating on Human Computer Interaction (HCI) and pursuing the graduate certificate in Serious Game Design and Research. As a game designer and developer, his interests are to create game concepts for meaningful purposes, apply them into serious contexts and implement them for educational practices. He believes that people will have a more engaging and efficient learning experience with the appropriate use of games.

Yilang’s presentation (s): Tech Trek: a serious card-game about STEM careers

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