We are the managers of the CUNY Games Network.
Joe Bisz is a part-time educational games designer and an Associate Professor of English at CUNY Borough of Manhattan Community College. Not so long ago, he received a Ph.D. in Creative Writing and English Literature from Binghamton University. Since then he has sailed his theoretical ship into a few ports of the world, including gender & sexuality studies, Popular Culture & Sci-fi, and games-based learning. His critical work has been published in Reconstruction: Studies in Contemporary Culture, Transformative Works and Cultures, and his creative writing in a dozen journals and anthologies including Diagram. His free time is mostly taken up revising a novel titled World Without End, set in New York City in 1982, and developing a game-based learning management system (LMS) called College Quest. “In teaching, we would call it scaffolding. In game-based learning, we would call it a game.” (See Joe’s website at http://joebisz.com)
Francesco Crocco is an Assistant Professor at the Borough of Manhattan Community College of the City University of New York. He received a Ph.D. in English Literature at the CUNY Graduate Center. He has delivered over two-dozen presentations and workshops on game-based learning and has been a principal investigator for several games-based research projects, including most recently a project to create College Quest, a game-based learning management system and academic social network for CUNY. He has published on the use of games for critical thinking and on British Romanticism. He is a founding member of the CUNY Games Network and maintains a blog on its website. His interests include game-based learning, utopian literature, social justice, and British Romanticism.
Robert Duncan is an Assistant Professor of Behavioral Sciences at York College, with joint appointments in Biology (Neuroscience subdivision) and Psychology (Cognitive Neuroscience subdivision) at the CUNY Graduate Center. Robert is also a Visiting Scholar at New York University in the Center for Brain Imaging. Research interests include cognitive neuroscience, functional magnetic resonance imaging, glaucoma, neurodegenerative disorders, attention, learning, memory, educational technology, pedagogy, and developing games for education.
Carlos Hernandez (Borough of Manhattan Community College)
Kathleen Offenholley is an Associate Professor of Mathematics at BMCC (Borough of Manhattan Community College). She is passionate about using all different modes of learning in these classes, from traditional lecture to data collection and experimentation, to games. Her research interests include online learning, equity issues, and game-based learning. She was recently featured on the pages of the CUNY math blog, talking about quilting, karate, and games: http://cunymathblog.commons.gc.cuny.edu/ .
Leah Potter (CUNY Graduate Center)
Maura Smale is an Associate Professor and Information Literacy Librarian in the Library at New York City College of Technology. She coordinates the information literacy and research instruction program, including teaching, outreach, and collaboration with students and faculty at City Tech. Her research interests include the scholarly and information-seeking habits of college students, using games in teaching and learning, open access publishing and new models of scholarly communication, critical information literacy, and emerging instructional technologies.
Bai, X., Duncan, R.O., Horowitz, B., Glodstein, S., Graffeo, J., Lavin, J. (2012). The added value of 3D simulations in healthcare education. International Journal of Nursing Education. 4(2): 67-72
Bai, X., Lavin, J., Duncan, R.O. (2012). Are we there yet? Lessons learned through promoting 3D learning in higher education. The International Journal of Learning. 18(6):1-14.
Bai, X., Horowitz, B., Duncan, R.O., Glodstein, S., Graffeo, J., Lavin, J. (2011) Designing Case Studies through 3D Simulations for the Health Professions. In T. Bastiaens & M. Ebner (Eds.), Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2011 (pp. 907-910). Chesapeake, VA: AACE.
Bisz, J. (Spring 2012). Composition games for the classroom. Computers and Composition Online <http://www.bgsu.edu/departments/english/cconline/cconline_Sp_2012/Composition_Games/compositiongames/Composition_Games_for_the_Classroom.html>
Bisz, J. (March 2009). The birth of a community, the death of the win: player production of the Middle-earth collectible card game. Transformative Works and Cultures No. 2 <http://journal.transformativeworks.org/index.php/twc/article/view/90/99>
Crocco, F. (2011). Critical Gaming Pedagogy. Radical Teacher: A Socialist, Feminist, and Anti-Racist Journal on the Theory and Practice of Teaching, (91), 26-41.
Offenholley, K. (2011). Toward an analysis of video games. Journal of Mathematics Education at Teachers College (JMETC), 2.
Offenholley, K. (2012). Gaming your Mathematics Course: The Theory and Practice of Games for Learning, The Journal of Humanistic Mathematics, 2(2).
Smale, M. A. (2011). Learning Through Quests and Contests: Games in Information Literacy Instruction. Journal of Library Innovation, 2(2), 36-55.
Smale, M. A. (2012). Get in the Game: Developing an Information Literacy Classroom Game. Journal of Library Innovation, 3(1), 126-147.