Full schedule announced for the upcoming Games and Education Industry Collider

Nov 11th, 2024 by Tim Cullings

The 2024 Games and Education Industry is coming up on Saturday November 16th and we’re excited to announce our lineup of sessions and speakers for the event. Limited tickets are still available so sign up now.

->Theater and Lobby 

9:45-10:15 Keynote: Tammie Schrader

Tammie Schrader is the regional computer science and science coordinator for the Northeast Washington Education Service District 101, serving 59 school districts. Prior to this, Schrader taught science and career and technical education classes to middle school students in Cheney, Washington, for 15 years. She also teaches science methods classes at Whitworth University and Gonzaga University. Schrader contributed on a National Science Foundation grant with Filament Games working on implementing educational video games in science classes and spoke at the White House Game Jam in 2014. Schrader is a National Board certified teacher and served as a U.S. Department of Education Fellow in 2008–2009.

10:15-11:00 Creating an Experience Panel

Our panelists will share insights on creating educational tools that align with school environments and curricula, while also pushing the boundaries of what’s possible with emerging technology. Panelists will reflect on past successes and challenges, offering examples of what has and hasn’t worked in schools. They’ll also discuss the evolving role of emerging technologies in education, trends in what educators and administrators are seeking, and opportunities for game developers to engage with educational institutions.

Panelists:

Panel Host: Mark DeLoura leads Level Up Games, a games and education technology consultancy. Starting out in VR in the 1990’s, Mark has worked in the game industry over 30 years, with companies like Nintendo, Sony, and Ubisoft. He served as Senior Advisor in the White House under President Obama, focusing on games for impact and K-12 computer science education. Mark created the popular book series Game Programming Gems in 2000, and was awarded the 2017 GDC Ambassador Award for contributions to the game industry.

Laylah Bulman leads strategic initiatives as Senior Program Manager and Executive Game Producer at Minecraft Education, reaching millions of students worldwide. With a focus on innovative learning experiences, Bulman oversees the development of educational content in emerging fields such as Computer Science, AI, and Cybersecurity. Her expertise in game-based learning and esports, drives Minecraft Education’s position as a leader in the edtech space. Bulman’s background includes over a two decades of classroom, administration and edtech leadership, leading LEGO Education’s STEM programming and building the North American Scholastic Esports Federation.

Julia Beabout– Julia is CEO and Creative Director of NOVABY, an award-winning, creative XR studio specializing in mixed reality (XR) experiences for the arts, culture, and heritage sector. Julia has 30+ years experience leading clients, teams and organizations through highly technical, creative projects, from concept through completion, in the virtual and real worlds.  She is also co-founder of Tech in the Tenderloin, a non-profit connecting low-opportunity youth with high-opportunity, emerging tech through fun events and educational projects in the Tenderloin neighborhood of San Francisco and beyond. Julia has a BS in Architectural Engineering from The Pennsylvania State University and an MA in Asian Studies from the Florida International University specializing in Worldview and Collective Memory Theory. 

Tom Smith is a game designer. A game designer is someone who makes games more fun. Tom tries to make games more fun, and sometimes succeeds.Tom currently works at Roblox building assessment games and helping other people build educational games. Tom built educational games at Disney before, and also worked on not-as-educational games there, such as Where’s My Water?. He also made not-as-educational games of all sorts at lots of other places, such as Scrabble Go!, Catan, Paperboy 64, and Stitch (PS2). Tom also teaches game design at Moorpark College. This got him thinking about various things in game design, so he wrote a book about game design – Anatomy of Game Design – which should come out shortly before this conference.Tom can be found @thegamedesigndad in various places online.

Mary Luther is a design leader with 15 years of experience in user-centered design and team empowerment at Unity Technologies. As a Design Lead, she leads a team of 12, focusing on gameplay features and developer tools to deliver intuitive, high-quality solutions for game creators. With a strong background in visual design, user research, and cross-functional collaboration, Mary is passionate about driving innovation, enhancing productivity, and fostering a supportive team environment. She is committed to advocating for accessibility and creating inclusive products that improve user experiences in both gaming and development.

11:15-12:15: Educator, Designer, and Researcher Roundtable: Travis Windleharth

In this session, foundry10 Senior Researcher Travis Wndleharth will provide a ten minute overview of “the state of the field” in game based learning theory and research, especially as it pertains to design and the deployment of games in classrooms and learning environments. He will then guide participants- educators, designers, and researchers- and caregivers interested in sharing insights, through a series of prompts and small group discussion that will help generate critical insights into the very specific needs of educators in the classroom. High level research concepts will be shared at the beginning of the session, and at the start of each question cycle, the primary focus will be on generating conversation about what educators need and want from designers and researchers when it comes to designing new learning games of their needs, and generating new research insights so these can be put into action.

Travis is a learning researcher with interest in investigating the design of effective STEM-learning systems, game-based learning, and learning through popular media. He is the Principal Investigator of the STEM Design-Based Research Lab and a part of the Creativity, Design, and Play team at foundry10 where he leverages his passion for play and game-based learning to explore effective game-based interventions for youth. Prior to foundry10, Travis worked as an educator in multiple museums, taught courses at the University of Washington, and spent twelve years in the tech sector. He holds a Ph.D. in Information Science and an M.A. in Museology from the University of Washington, as well as an M.Ed. in Science Education from SUNY Buffalo.

1:00-1:55: Gamifying SEL: Jason Ermer

Discover an exploratory approach to social-emotional learning (SEL). We’ll see how the “Quest of Epic Proportions,” a storytelling and role-playing adventure, promotes SEL skills like active listening, perspective taking, disagreeing agreeably, by presenting an engaging and authentic context in which to develop these skills. Participants will experience elements of a sample Quest and discuss factors that have contributed to its successful reception by young people. A brainstorming phase will invite creators to imagine new directions for future work and invite teachers to transfer these ideas to their own context.

Jason Ermer (he/him) has a passion for creating learning environments that celebrate the joy of exploration and discovery. He is committed to supporting and challenging young people as they develop confidence as problem solvers using rich tasks which invite creativity, curiosity, and a sense of play.

2:00-2:55: Designing Developmentally-Appropriate Game Characters for Young Children: Dr. Sonia Tiwari

Game characters do more than entertain – they help children learn, connect, and understand the world around them. Whether providing emotional support or making complex ideas easier to grasp, the right characters can have a lasting impact. In this workshop, we’ll look at how the CDC’s developmental milestones for early childhood (ages 4-8) can guide the design of characters that resonate with young players. Participants are encouraged to bring a sketchbook or paper and pencil to draw or describe a character concept that reflects these developmental insights, blending creativity with thoughtful design.

Dr. Sonia Tiwari is a parasocial learning researcher based in the San Francisco Bay Area. Prior to her PhD in Learning Design and Technology at Penn State, she worked in the children’s gaming industry as a character designer. Her current research explores how AI characters such as animated chatbots, smart speakers, digital pets, and intelligent toys offer parasocial learning experiences to children. She also consults with edtech startups to strategize research-informed AI product development for kids

3:00-3:55: Games 101: Tom Smith

Never made a game before? Tom talks through how games of all types work and how they’re made. There are a number of key ideas that make game creation much easier. This talk reveals them all, providing a solid basis to create games or just think more deeply about the games people play.

Tom Smith is a game designer. A game designer is someone who makes games more fun. Tom tries to make games more fun, and sometimes succeeds. Tom currently works at Roblox building assessment games and helping other people build educational games. Tom built educational games at Disney before, and also worked on not-as-educational games there, such as Where’s My Water?. He also made not-as-educational games of all sorts at lots of other places, such as Scrabble Go!, Catan, Paperboy 64, and Stitch (PS2). Tom also teaches game design at Moorpark College. This got him thinking about various things in game design, so he wrote a book about game design – Anatomy of Game Design – which should come out shortly before this conference. Tom can be found @thegamedesigndad in various places online.

4:00-5:00:  Speed Networking: Connecting Creators & Educators 

This fast-paced speed networking session brings together educators, game developers, and EdTech innovators for a unique opportunity to exchange ideas, find collaborators, and spark future projects. Designed to bridge the gap between technology and education, participants will connect in quick, creative rounds, sharing insights on designing impactful learning experiences and exploring potential partnerships. Whether you’re an educator passionate about new learning tools or a game creator looking to understand classroom needs, this session is the perfect space to connect, collaborate, and lay the groundwork for meaningful industry impact.

5:15-5:55: Design for Impact Panel

Join educators and game creators as they discuss what it takes to design meaningful, impactful learning experiences that work in real classrooms. This session will dive into strategies for creating engaging educational games, addressing unique classroom needs, and avoiding common pitfalls that can undermine effectiveness. Panelists will share insights on balancing learning objectives with game mechanics, adapting to diverse classroom environments, and meeting the needs of both teachers and students.

Panel Host: Lyla Ross

Lyla Ross, LICSW, earned her Master’s Degree in Social Work from the University of Washington with an emphasis in children, youth, and families and clinical social work.  Much of her therapeutic work has been dedicated to youth in the juvenile justice system, as well as family systems work in private practice.  In 2012, she had the opportunity to combine her community and social systems work with her family’s businesses (Card Kingdom and Mox Boarding House) by founding their corporate giving program- Engage.  Through their marquee event, The Gauntlet, (an annual board game charity tournament with individuals from across the games industry), and other programs like their Giving Trees and volunteer events, Engage raised over 1 Million in funds for nonprofit organizations locally and nationally.

Today, Engage has evolved from its roots as Card Kingdom’s corporate giving arm into a standalone 501(c)(3) powerhouse, Gamers Engaged. Gamers Engaged became an independent nonprofit organization in 2021.  Lyla is the Founder and Executive Director of Gamers Engaged, and she is thrilled to deepen cross-sector relationships between the Games Industry and Education, Therapeutic Gaming, Game Design, Workforce Development and Philanthropy. Collective Impact across these sectors is where Gamers Engaged aims to make a difference in our backyard, and beyond.  

More about Lyla Ross on LinkedIn

Panelists:

Yolanda A. Barton is a trailblazer in immersive storytelling; she’s a venerated expert and the pioneering founder of Revere XR. Using cutting-edge Extended Reality (XR), virtual, augmented, mixed reality and Artificial Intelligence to recreate history and bring it to life through XR Preservation . She’s transforming the way we engage, interact, & experience history, melding rich history and heritage of the past with future technologies. She holds double Masters degree from the University of Washington. She is the most recent winner of Oculus Launchpad, named among the Top 100 Women of The Future as an XR evangelist, a -finalist for Pharrell’s Black Ambition Award, & honored by various foundations. Yolanda’s captivating speaking style has made her not only a sought-after speaker for Fortune 500 giants but also a highly coveted consultant. As she continues to shatter the glass ceiling and recalibrate the limits of what technology can achieve, Yolanda sets the course for a future where the digital and physical worlds converge in the most transformative, inclusive ways imaginable. 

Melissa Benner is an Innovation and Technology Support Coordinator with over a decade of educational experience, I am passionate about creating authentic learning opportunities that empower students, staff, and communities to leverage technology for individualized growth. My background spans digital learning leadership, library program management, and classroom instruction, where I’ve led initiatives like professional development pathways, inclusive learning projects using custom Minecraft worlds, and hands-on student programs in robotics and coding. Driven by a commitment to fostering dynamic and inclusive environments, I aim to support meaningful technology integration that enhances both academic and professional growth.

Megan Heineman is currently an Instructional Technology Integration Program Specialist, based in Washington state. She is passionate about supporting educators in using technology in creative ways to enhance student learning. Megan strives to bring fresh learning experiences to the classroom, leveraging game-based learning tools like Minecraft Education to teach essential skills such as digital citizenship, social-emotional learning (SEL), and cyber security. She created a Cyber Secure campaign in her district, empowering students to teach others what they learned in Minecraft about cyber safety and safeguarding their information. Her approach not only engages students but also prepares them for the digital world.

Rahul Vasisht is a product designer in the education space and a former engineer in the aerospace industry. He founded his company, StatRookie, with the mission of inspiring a new generation of problem solvers by merging students’ passion for professional sports with the learning of math and financial literacy. He has developed digital games for the K-5 market and is currently creating a tabletop board game for middle and high school students. His vision is to demonstrate that STEM is all around us and that his products can ignite a passion for problem-solving in anyone.

-> Classroom A

11:15-12:15: Participatory Design: Creating Place-based Augmented Reality Projects With Kids and Communities: Julia Beabout

Place-based learning (PBL) connects learning to physical locations and immerses students in local heritage, cultures, landscapes, and experiences. PBL can help students develop a sense of place and identity, responsibility for their community, and can even improve academic achievement. 

Mobile phone-based augmented reality (AR) is an exciting and “cool” way for students to leverage PBL to learn about the places and people around them. As a multi-disciplinary artform that provides art, storytelling, tech and design-thinking education opportunities, there are a multitude of ways students can plug into these projects, explore their interests, and develop new skills.  

But what really works? How do you design age appropriate AR projects for K-12 students? Using a case study approach, attendees will learn from the presenter’s real-world experience creating multiple, place-based AR experiences in community with elementary, middle, and high school students.

Julia Beabout is CEO and Creative Director of NOVABY, an award-winning, creative XR studio specializing in mixed reality (XR) experiences for the arts, culture, and heritage sector. Julia has 30+ years experience leading clients, teams and organizations through highly technical, creative projects, from concept through completion, in the virtual and real worlds.  She is also co-founder of Tech in the Tenderloin, a non-profit connecting low-opportunity youth with high-opportunity, emerging tech through fun events and educational projects in the Tenderloin neighborhood of San Francisco and beyond. Julia has a BS in Architectural Engineering from The Pennsylvania State University and an MA in Asian Studies from the Florida International University specializing in Worldview and Collective Memory Theory. 

1:00-4:00 Creating Engaging Learning Experiences through Game Design: Low Tech to High Tech *Stem Credits* 

The CLI will be leading attendees in a journey through the ages covering both what game design looks like at different grade levels, but how to bring that learning effectively into the classroom. This session is for all, but will also provide educators STEM credit hours. 

Discover the power of game design as a pathway to creativity, problem-solving, and deeper learning in this interactive workshop hosted by the Center for Leadership and Innovation. We invite teachers and those seeking to make games for learning to explore how game design can ignite student curiosity and critical thinking, from prototyping with simple materials to building sophisticated digital experiences. This hands-on session will guide participants through every step of the design process—starting with empathy and ideation, and moving through prototyping, iterative testing, and coding. Whether you are designing for or with young learners or experienced students, we will dive into a diverse range of tools and approaches, blending low-tech creativity with high-tech solutions. 

We will explore platforms like Twine for narrative design, Minecraft for open-ended exploration, and MakeCode for hands-on coding. Throughout the session, you will experience the thrill of making and breaking, testing and refining, while building skills in design thinking, empathy, and creativity. 

By the end of the workshop, you will have practical experience in iterative game design and leave with a collection of tools and strategies to bring game design into your classroom—helping your students build resilience, foster collaboration, and grow as makers and critical thinkers.

Bring your curiosity and your computer (if possible) for an immersive journey into Game Design!

Alice Baggett has been an educator for three decades and holds a B.A. in archaeology from Oberlin College and an M.Ed. from Florida International University. As a former Teach for America corps member, Alice is passionate about fostering problem-solving and creativity in young learners. She authored The Invent to Learn Guide to Making in the K-3 Classroom and is an advocate for tinkering and creating with recyclables in the classroom.

Maria DiGiovanni is an educator specializing in Maker and Computer Science education, emphasizing the importance of safe failure in learning. She encourages students to think critically about technology, understanding its potential benefits and risks. Maria’s teaching helps students develop technical and social-emotional skills, fostering resilience and thoughtful engagement with technology.

Kimberly Mecham is an education leader focused on fostering curiosity, purpose-driven learning, and 21st-century skills. Since joining St. Thomas School in 2006, she has developed a nationally recognized education technology program and established the Center for Leadership and Innovation (CLI). Kimberly works with faculty to design programs that foster curiosity, build agency, and encourage risk-taking, while inspiring students to embrace action and real-world problem-solving from preschool through middle school. Before transitioning to education, Kimberly was a product manager at Microsoft, where she led award-winning technology projects. She holds a B.A. in Mathematics and a certificate in Product Management.

Kristyn Mininni coordinates programs at St. Thomas School’s Center for Leadership and Innovation, guiding students in design thinking and real-world problem-solving. Through courses on human-centered design and service learning, Kristyn encourages students to make a positive impact on local and global issues. Her work is rooted in the United Nations Sustainable Development Goals, inspiring students to become change-makers 

4:00-5:00 Educators & Game Creators Unite! 1-Hour Flash Game Design:  Jess Saulzallido

In this fast-paced, hands-on session, educators and game creators will team up to design a standards-aligned, engaging game concept—all in just one hour! Together, participants will brainstorm and collaborate to create an experience that balances fun with educational goals. This session aims to foster community, encourage creative exchange, and build professional connections across the worlds of teaching and game design.

Jess Saulzallido holds both an education degree from Concordia University and a Master’s in Human Centered Design and Engineering from the University of Washington. With 10 years of teaching experience and experience in technology, she’s passionate about integrating technology into education, using games like Journey and Minecraft to teach all subjects. She’s worked on user experience projects with Minecraft Education and Zoe VR, leads the Seattle Ed Tech Meetup, and is dedicated to bringing technology creators and educators together to collaborate and innovate in education. Connect with her on LinkedIn and at https://uxfol.io/saulzallido

->Classroom B

11:15-12:15WTF ~ Where’s the Future, How do I unleash my Imagination?: Alton Glass and John Agyepong

Our session will introduce educators to the Arts Beats and Tech app, highlighting its educational potential and immersive technology, while guiding participants through a learning journey centered around cultural diversity, music, and technology.

Alton Glass, a creative entrepreneur and immersive storyteller, is CEO of GRX Immersive Labs, a studio using emerging tech to transform storytelling, advance immersive education, and amplify culture. His work transforms stories into impactful experiences that empower others and bring new perspectives to life. An Oculus Launch Pad and Unreal Engine Fellowship alum, Glass co-created The March for TIME magazine, recreating the 1963 March on Washington. His sci-fi VR series, POV: Points of View, featured at Tribeca, explores biases in AI and policing. Through “Arts Beats and Tech” with Verizon, he connects creativity, tech, and learning, inspiring the next generation of creators.

John Agyepong is a native of Washington DC and received his Bachelor of Arts degree in Historical Studies from Evangel University in Springfield, Missouri and a Masters degree in Divinity from the King’s University. He was a project manager for the Foursquare Foundation, a non-profit organization that funded projects globally. He managed millions in grants and projects throughout the continent of Africa. In 2010, John transitioned into producing live events for major brands and mainstream Hip Hop and R&B acts internationally and went on to manage Grammy award winning music artists, songwriters and music producers. As the Creative Facilitator for GRX Immersive Labs, John manages projects and develop content that share impactful stories through immersive technology.

1:00-2:30 The Future of Immersive Storytelling: Yolanda Barton

Description: Using VR, AR, AI to recreate history and bring it to life for all to experience. Learn about our innovative solution and how we are changing the world.

Yolanda A. Barton is a trailblazer in immersive storytelling; she’s a venerated expert and the pioneering founder of Revere XR. Using cutting-edge Extended Reality (XR), virtual, augmented, mixed reality and Artificial Intelligence to recreate history and bring it to life through XR Preservation . She’s transforming the way we engage, interact, & experience history, melding rich history and heritage of the past with future technologies. She holds double Masters degree from the University of Washington. She is the most recent winner of Oculus Launchpad, named among the Top 100 Women of The Future as an XR evangelist, a -finalist for Pharrell’s Black Ambition Award, & honored by various foundations. Yolanda’s captivating speaking style has made her not only a sought-after speaker for Fortune 500 giants but also a highly coveted consultant. As she continues to shatter the glass ceiling and recalibrate the limits of what technology can achieve, Yolanda sets the course for a future where the digital and physical worlds converge in the most transformative, inclusive ways imaginable. 

2:45-3:45 Introduction to Creating Historical AR Effects Workshop (Adobe Aero): Todd Little

The first part of the workshop focuses on the design process of creating Space Time Adventure Tours (STAT). Todd leads development of STAT at Fair Worlds. Space Time Adventure Tours is an AR historical, comedic walking tour for iOS devices. The tour was built to celebrate the 1962 World’s Fair on the Seattle Center campus and features the Pacific Science Center.  

The second part of the workshop switches to the prototyping process, using augmented reality (AR) tools with Adobe Aero. This is completely beginner friendly with no prerequisite coding background needed. By the end of the session, participants will have hands-on experience with the tools and techniques needed to produce Now and Then AR filters.

To fully participate, I recommend that attendees download Adobe Aero beforehand, as we’ll be using this tool during the workshop. 

Create augmented reality with AR software – Adobe Aero

Before or after the workshop, consider trying out the Space Time Adventure Tour around Seattle Center. It is free for iOS devices and takes about an hour and starts at the Monorail Station. Headphones strongly recommended.

SPACE-TIME ADVENTURE TOURS. | By Fair Worlds

Todd Little is a UX Designer and Software Engineer at Fair Worlds with years of experience developing products and working in the XR field. He has a master’s degree in Human-Centered Design and Engineering from the University of Washington. Todd is also involved with the Seattle VRAR Association and the Seattle Immersive Technology Association, where he helps connect the local XR community and shares knowledge about the industry. In this workshop, Todd will guide participants through the essentials of prototyping and field testing with AR tools like Adobe Aero.

4:00-5:00 Game Together- 

In this relaxed, play-focused session, game creators and educators will come together to simply play games and connect. Forget formal networking—this is a chance to experience the joy of games firsthand, share a laugh, and spark conversations naturally through play. By playing together, participants can explore shared interests and build connections that bridge the worlds of gaming and education.

->Expo

Events in the Expo Hall

1:00-2:30 Ensuring Inclusivity in Games Panel: Moderator Melissa Benner

Come join us for an hour discussion featuring several experts in Accessibility and Inclusivity in games. Experts will be discussing the best way to make games more inclusive, including discussing their own work. There will be a half hour Q&A following the panel discussion.

Joanna Blackhart (they/them) is an Accessibility & DEI Specialist known for their work on games such as Ikenfell and Frogsong. A fifteen-plus year industry vet.  Blackhart has been featured in websites such as Huffpost, Gamerant, Xbox Ambassadors, Twitch, and spoken at engagements such as San Diego Comic Con and most recently the Strong Museum in Rochester, New York. Blackhart takes the most enjoyment in teaching and sharing knowledge with others and is always open to share access to any and all resources they have available.

Kaitlyn Jones is a Senior Product Manager on the Xbox Gaming Accessibility Team. Leveraging her clinical background as an occupational therapist, Kaitlyn supports hardware teams across Xbox in developing inclusive products and experiences. In her free time, Kaitlyn volunteers as the Director of Clinical Outreach for the non-profit Warfighter Engaged creating custom fabricated adapted controllers for veterans with disabilities.

Tess Grossman (They/Them) is a Deaf, queer, and Jewish accessibility advocate, public speaker, and producer.  They combine their lived experience as a Deaf player to support game developers in making their titles accessible through user research, design, play testing, advocacy and training.  

Josh Rivers, PhD. is a Research Manager at Xbox, working across consumer and business strategy teams to support the present and future of Microsoft Gaming. Prior to joining Xbox, Josh led user research efforts at Quantic Dream, NetEase Games, Solsten, and CCP Games. In each of his roles, he has worked to leverage queer voices to encourage broadly inclusive development, research, and business practices. Originally a queer anthropologist in the world of academia, Josh continues to bring queer thinking and lenses to bear in his corporate research practice. 

DJ Stiner is an  Accessibility Champion at Mojang Studios, Sr. Technical Program Manager – 25 year veteran in the video game industry, advocating accessibility across the studio, and primarily coordinating technical roadmap endeavors for Minecraft: Bedrock.

Apurva Raman (she/they) is a game developer on the Minecraft Education team and contributes to accessibility efforts across Minecraft and Microsoft Gaming. At Minecraft Education, Apurva works toward creating educational experiences that are accessible and engaging for students and teachers. Apurva focuses on leveraging the power of gaming to enhance learning. Apurva’s work involves collaborating with educators and students to develop innovative solutions that make learning fun and inclusive. Apurva is dedicated to ensuring that every student, regardless of their background or abilities, can benefit from the educational potential of Minecraft.

3:00-4:00 Playing with Fake News in the Classroom: Play, Design, and Facilitation Guidelines: Scott Dejong

With news being contested and false information flying around, games can surprisingly offer an alternative. But how do we use and make them effectively? How do we offer tools that explain the nuance of how information gets manipulated? This workshop explores these questions by showing the successes, failures, and needed design goals of games teaching about disinformation. Over the course of an hour come and play and analyze existing games, learn how to facilitate conversations on disinformation topics, and spend time prototyping and designing simple media literacy games. Understanding the complexity of how information is manipulation is surprisingly similar to games, so come see how it might be helpful for you.

Scott DeJong is a Fulbright scholar and PhD candidate in Communication studies at Concordia University and the University of Washington studying the relationship between playfulness and disinformation. Through  design and research he explores how we come to understand and spread false ideas. Scott has created games to raise awareness on election interference, ethical AI use, and the movement of conspiracy theories. His research has led to large-scale analysis of fake news games, various studies on political memes and content within Canadian social media, and media literacy interventions. As a trained educator, Scott works with school boards, teachers, and policy makers to help make tools that conceptualize large-scale social issues and has received national and international media attention for his work, published various research articles and opinion pieces, and actively works with educators to better learn and support their practice. In his free time Scott likes to bake, run, and make the occasional podcast.

->Expo Open:

12:15-3:00

6:00-8:00: Networking Celebration and Dinner