• Katrin Becker
  • is an internationally known expert in the design and analysis of Serious Games. She holds two degrees in computer science and a PhD in Educational Technology with a focus on instructional game design. With over 30 years of teaching experience in Science, Engineering, Education, and Art, she has taught computer science, videogame design, digital game-based learning, and technical writing. Her teaching innovations have been internationally recognized and she is widely published in the areas of computer science education, educational technology, and digital game based learning. She designs and develops eLearning in all sectors, and has consulted for various organizations on the use of digital games for instructional purposes. She has designed and developed several educational and advertising games, and is the author of a book on the technical aspects of simulations and games written for non-technical people.

    Finally, perhaps as counterpoint to her work in and with digital technology, she runs a small farm where she has been raising waterfowl and other animals for over twenty years. This farm forms the basis for her “Ducks in the Classroom” program, which has been providing eggs for hatching in classrooms locally since 1988, and information on school hatching projects globally since 2001.
 
  • Jeremiah Blanchard
  • is the Program Manager for the Mobile Gaming Master of Science degree program at Full Sail University. He helped to lead the development of new game-engine architecture in his previous roles as Department Chair for Architectures and Course Director for the Artificial Intelligence and Game Networking courses for the Game Development Bachelor’s degree program.

    Jeremiah has served as a developer, leader, and consultant on research projects through the Full Sail Institute for Research and Entertainment. His projects include working with Design Interactive and NASA to develop a cognitive battery game, developing flight-simulator scenarios with the National Flight Academy, and advising on ESPN’s NASCAR display-technology project. Jeremiah also founded and is a partner in Needle Rat Press LLC, a game- and book-publishing company.

    Before coming to Full Sail, Jeremiah developed games and game engines on both PC and mobile-phone platforms. He served as a researcher in Access Systems for Digital Libraries as an undergraduate student and as a fellow at the University of Florida researching and instructing.

    Jeremiah earned a Bachelor of Science degree in Computer Science in 2002 and a Master of Science degree in Computer Engineering in 2007 from the University of Florida.
 
  • Marjee Chmiel
  • is a founding member of the Games, Learning, and Society Conference and co-chaired the conference in 2006. She worked as an associate instructional designer at PBS. Marjee frequently presents on the topic of games in school settings and has been a judge on numerous educational game award-panels. She studied video games in education at University of Wisconsin-Madison and has a doctorate in educational research and evaluation from George Mason University. Marjee has multiple published and co-published peer-reviewed works on the topic of games and education. During her time as the Director of Digital Media for National Geographic's The JASON Project, Marjee lead production and design for a dozen or so games and interactives with well over 5 million plays and several awards and recognitions, including a CODIE for three of her games as Best Educational Game in 2010. A few of these games can be found in Brain Pop's game center.

    In her current position as Manager for Publishing and Technology at Smithsonian Science Education Center, Marjee is leading development in trans-media educational resources for STEM learners in grades K-Infinity. Her first game at Smithsonian, Shutterbugs: Wiggle and Stomp, is live and free on Android, iPad, and the web.
 
  • Amanda Crispel
  • is the program director of Game Design and the Assistant Dean of the Game Studio at Champlain College. She is an Associate Professor of Game Design, and teaches in game design and production. Prior to coming to Champlain, Crispel worked in the game industry specializing in game design for children’s and family entertainment and education titles. She has worked for companies such as Brøderbund, Mattel, Lego, Leapfrog, The Learning Company and Nickelodeon. Crispel has an MFA in Interdisciplinary Art with a focus on game media.
 
  • 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.
 
  • Laura Minnigerode
  • is an educator and ethnographic education researcher and evaluator who focuses on the interaction of learning space ecologies and experience. She also works with teachers and administrators to implement project based learning, with or without technology. She has been involved in kid-centered game-design and media literacy projects for more than 20 years. Projects past and present include SciGirls tv series, Broderbund/Random House's Living Books, KidPix and Lucas Learning (LucasFilm) educational products.

    As a middle school teacher, she taught for multiple years in a Nancie Atwell writing workshop approach.
 
  • Jeannie Novak
  • is the Lead Author & Series Editor of Delmar Cengage Learning's widely acclaimed Game Development Essentials series (with more than 15 published titles - including Mobile Game Development, winner of the 2013 About.com Reader's Choice Award), co-author of Play the Game: The Parent's Guide to Video Games, and co-author of three pioneering books on the interactive entertainment industry-including Creating Internet Entertainment. She is also Co-Founder of Novy Unlimited and CEO of Kaleidospace, LLC (d/b/a Indiespace, founded in 1994)-where she provides services for corporations, educators, and creative professionals in games, music, film, education, and technology. Jeannie oversees one of the first web sites to promote and distribute interactive entertainment and a game education consulting division that focuses on curriculum development, instructional design, and professional development. As Online Program Director for the Game Art & Design and Media Arts & Animation programs at the Art Institute Online, Jeannie produced and designed an educational business simulation game that was built within the Second Life environment-leading a virtual team of more than 50 educators, students, and industry professionals. She was a game instructor and curriculum development expert at UCLA Extension, Art Center College of Design, Academy of Entertainment & Technology at Santa Monica College, DeVry University, Westwood College, and ITT Technical Institute-and she has consulted for several educational institutions and developers such as UC Berkeley Center for New Media, Alelo, and GameSalad. Jeannie has also worked on projects funded by the National Science Foundation and Google for Lehigh Carbon Community College (LCCC) and the University of Southern California (USC) Information Sciences Institute.

    An active member of the game industry, Jeannie has served as Vice Chair of the International Game Developers Association-Los Angeles (IGDA-LA) and Vice President at Women in Games International (WIGI). She has participated in the Online Gameplay and Connectivity selection committees for the Academy of Interactive Arts & Sciences' DICE awards since 2003 and has developed game workshops, panels, and breakout sessions for events and organizations such as the Penny Arcade Expo (PAX), GDC Next, Macworld Expo, Digital Hollywood, USC's Teaching Learning & Technology Conference, and the Los Angeles Games Conference. Jeannie has been profiled by CNN, Billboard Magazine, Sundance Channel, Daily Variety, and the Los Angeles Times. Jeannie received an M.A. in Communication Management from USC's Annenberg School (where her thesis focused on using massively multiplayer online games as online distance learning applications) and a B.A.in Mass Communication/Business Administration from UCLA (where she graduated summa cum laude/Phi Beta Kappa and completed an honors thesis focusing on gender role relationships in toy commercials). A native of Southern California, Jeannie grew up in San Diego and currently resides in Santa Monica with her husband, Luis Levy. She is also an accomplished composer, recording artist, and performer (piano/voice).

 
Need help or have questions? Contact us at computergaming@lccc.edu


National Science Foundation LCCC's Gaming and Simulation Curriculum is supported by the National Science Foundation under grant number 1304216.

*Any opinions, findings, and conclusions or recommendations expressed in this material are those of the author(s) and do not necessarily reflect the views of the National Science Foundation.
 

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