2020 - now
Technology-assisted foreign language learning
I am looking into the effectiveness of Duolingo, the use of role-playing games (such as Dungeons & Dragons) in foreign language learning, and the taxonomy of technology tools used in Computer-Assisted and Mobile-Assisted Language Learning (CALL and MALL).
AZ CALL 2020 presentation (A comprehensive and theoretically grounded taxonomy of CALL tools)
2018 - 2020
Gaming and mobile Virtual Reality (VR) to improve visuospatial skills in middle-school students
I developed a desktop-based game supplemented by mobile VR as a solo developer. The game is bridging the Deweyan philosophy, self-efficacy theory and the essential principles of game design. The game-integrated curriculum was implemented for two weeks in three middle schools to gauge its effectiveness in improving visuospatial skills.
Examples of gameplay can be found at the project website.
2017 - 2018
Using mobile Virtual Reality (VR) to improve visuospatial skills in college-level STEM students
I led the development of several mobile VR applications, created and implemented VR-integrated curriculum for a college-level visuospatial thinking course (download), and provided technical support and managed participant recruitment, data collection and analysis.
Demos can be found at the project website.
2016 - 2018
Multi-User Virtual Environments (MUVEs) and blogging in college-level education
I took the lead in creating a MUVE-based curriculum and the design of MUVE-based activities; implemented the curriculum and provided technical support over the course of two semesters; managed participant recruitment, survey and interview administration, data collection and analysis. If you are interested in the curricular materials, please email me.
Example of student work (students built constructivist classrooms in groups):