What I'm talking about...
White paper: Designing for inclusion, designing for all
A mindset shift and practical approaches to further your journey toward inclusive design in EdTech.
With a foreword by CAST’s David Rose
Podcasts
Stop using AI to replicate outdated teaching–get creative, instead. eSchool News, 2024
How to find inclusive edtech for neurodiverse students. District Administration, 2024
Teacher wellbeing: Why 2023 needs to be the Year of the Teacher. District Administration, 2023
Three Keys to Making Game-Based Learning Student-Centered. Getting Smart, 2022
4 ways leaders can create playful teaching and learning environments. District Administration, 2022
4 concepts that will shape education in 2022. eSchool News, 2022
Popular Articles
Rosenheck, L. & Limpiti, P. (2024). Designing for Inclusion, Designing for All. (white paper)
Rosenheck, L. (2021). Pedagogy-driven Data: Aligning Data Collection, Analysis, and Use with Learning We Value. In A.J. Bowers (Ed.) Data Visualization, Dashboards, and Evidence Use in Schools: Data Collaborative Workshop Perspectives of Educators, Researchers, and Data Scientists. Teachers College, Columbia University. New York, NY. https://doi.org/10.7916/d8-jj2g-e225
Rosenheck, L., Lin, G.C., Nigam, R., Nori, P. and Kim, Y.J. (2021), Not all evidence is created equal: assessment artifacts in maker education, Information and Learning Sciences, Vol. 122 No. 3/4. https://doi.org/10.1108/ILS-08-2020-0205
Rosenheck, L., Cheng, M. T., Lin, C. Y., & Klopfer, E. (2021). Approaches to illuminate content-specific gameplay decisions using open-ended game data. Educational Technology Research and Development, 1-20.
Kim, YJ. & Rosenheck, L. (2020). Reimagining Assessment Through Play: A Case Study of MetaRubric. In Bearman, M., Dawson, P., Ajjawi, R., Tai, J., Boud, D. (Eds.) Re-imagining University Assessment in a Digital World (pp. 263-276). Cham, Switzerland: Springer.
Ruiperez-Valiente, J. A., Gaydos, M., Rosenheck, L., Kim, Y. J., & Klopfer, E. (2020). Patterns of engagement in an educational massive multiplayer online game: A multidimensional view. IEEE Transactions on Learning Technologies.
Murai, Y., Kim, Y. J., Martin, E., Kirschmann, P., Rosenheck, L., & Reich, J. (2019, March). Embedding assessment in school-based making: Preliminary explorations of principles for embedded assessment in maker learning. Proceedings of FabLearn 2019, 180-183. Association for Computing Machinery, New York, NY, USA.
Ruipérez-Valiente J.A., Rosenheck L., Kim Y.J. (2019) What Does Exploration Look Like? Painting a Picture of Learning Pathways Using Learning Analytics. In: Ifenthaler D., Kim Y. (eds) Game-Based Assessment Revisited. Advances in Game-Based Learning. Springer, Cham
Klopfer, E., Haas, J., Osterweil, S., & Rosenheck, L. (2018). Resonant Games. Cambridge, MA: MIT Press.
Rosenheck, L. (2018). Designing for Collaborative Play: Why Games Need MUVEs and MUVEs Need Games. In Integrating Multi-User Virtual Environments in Modern Classrooms (pp. 26-49). Hershey, PA: IGI Global.
Rosenheck, L., Lin, C. Y., Klopfer, E., & Cheng, M. T. (2017). Analyzing gameplay data to inform feedback loops in The Radix Endeavor. Computers & Education.
Rosenheck, L., Clarke-Midura, J., Gordon-Messer, S., & Klopfer, E. (2017). Tipping the Scales: Classroom Feasibility of the Radix Endeavor Game. In Serious Games and Edutainment Applications (pp. 225-258). Springer International Publishing.
Rosenheck, L., Gordon-Messer, S., Clarke-Midura, J., & Klopfer, E. (2016). Design and Implementation of an MMO: Approaches to Support Inquiry Learning with Games. In D. Russell, & J. Laffey (Eds.) Handbook of Research on Gaming Trends in P-12 Education (pp. 33-54). Hershey, PA: Information Science Reference. doi:10.4018/978-1-4666-9629-7.ch002
Groff, J., Clarke-Midura, J., Owen, V.E., Rosenheck, L., & Beall, M. (2015). Better Learning in Games: A Balanced Design Lens for a New Generation of Learning Games [white paper]. Cambridge, MA: MIT Education Arcade and Learning Games Network.
Rosenheck, L. (2012, January). Beetles, beasties and bunnies: ubiquitous games for biology. In Mobile Media Learning (pp. 77-96). Springer-Verlag.
Rosenheck, L. (2008). Learning with Ubiquitous Computing. Educational Technology, 48(2), 5-10.
Academic Publications
Presentations & Panels
UX of EdTech: Inclusive Design in EdTech Products (2024)
Edtech Insiders: Inclusive Design on Week in Edtech (2024)
No Such Thing: Inclusive Methods for Learning Designers (2024)
EdUp EdTech: Going KrAzY for Kahoot! (2022)
Edtech Insiders: The Pedagogy of Game-Based Learning (2022)
Magic EdTech: Making Game-Based Learning More Accessible and Inclusive (2022)
The Hogan Report: How To Repair Student Engagement. (2022)
No Such Thing: Game Based Assessment (2022)
The Research Files: Embedding playful assessment into learning
SchoolStatus: One way to assess spacial reasoning, creativity, and persistence (2021)
Book: Resonant Games
Design principles for learning games that connect hearts, minds, and the everyday
Co-design in action: Lessons from Louisa Rosenheck on edtech inclusion (Clever, 2024)
Designing Inclusive Playful Learning Experiences (Sage, 2024)
EdTech Across Borders: Designing With International Standards for International Impact (ICEI, 2024)
Kahoot!: Inclusive EdTech for the Neurodiverse Classroom (ICEI, 2023)
Where everybody knows your name: Why belonging matters for teachers and students (Kahoot!, 2022)