Thought Leadership

I have presented my work at national and international conferences, in documentaries and in print.

My work - often with my great colleagues at GBH - has been featured in many research papers, books and college texts.

TED-X

TED-Ed

MEDIUM: AI and K12 Education

MEDIUM: Harvard AI Series

MEDIUM: Accessibility

MEDIUM: Welcome to Armenia

And here:

Shribman, Bill. "Five hundred years back and five years forward: games and play at a new crossroads." Children, Adolescents, and Media. Routledge, 2018. 221-228.

Shribman, Bill. "" Molly of Denali"-Respectful and Inclusive Collaboration with Alaska Native Communities in a Dynamic Educational Project." AGU Fall Meeting Abstracts. Vol. 2022. 2022.

Shribman, Bill. "Thinking inside the box: tales from the trenches." Proceedings of the 7th international conference on Interaction design and children. 2008.

Duke, Nell K., Carol Greenwald, and Anne E. Lund. "Informational Text Adventures with Molly of Denali." Getting Ready to Learn. Routledge, 2018. 163-178.

Stiles, Jennifer, and Megan Silander. "Using Apps to Engage All Families in Science Exploration." Connected Science Learning 2.2 (2020): 12318730.

Guernsey, Lisa. Into the minds of babes: How screen time affects children from birth to age five. Basic Books, 2007.

El-Nasr, Magy Seif, Anders Drachen, and Alessandro Canossa. Game analytics. Berlin: Springer, 2016.

Stiles, Jennifer, and Megan Silander. "Using Apps to Engage All Families in Science Exploration." Connected Science Learning 2.2 (2020): 12318730.

Silander, Megan, et al. "Bringing science home with PEEP." Education Development Center (EDC) Executıve Summary (2019).

Lemish, Dafna, Amy Jordan, and Vicky Rideout. "JOCAM BRIDGES: Editors’ Introduction." Journal of Children and Media 10.2 (2016): 145-146.

Chiong, Cynthia. "Can video games promote intergenerational play & literacy learning." Report from a research & Design Workshop. 2009.

Rowe, Elizabeth, and David Shernoff. "The Finnish-US Network (FUN): studying flow in educational games & gamified learning environments." EdMedia+ Innovate Learning. Association for the Advancement of Computing in Education (AACE), 2014.

Viteli, Jarmo, et al. "FUN: Finland–US Network for the Study of Engagement and Learning in Games." EdMedia+ Innovate Learning. Association for the Advancement of Computing in Education (AACE), 2014.

Putnam, Marisa M., et al. "Influence of a character-based app on children's learning of nutritional information: Should apps be served with a side of media characters?." Games for health journal 7.2 (2018): 121-126.

Plass, Jan L., et al. "Metrics in simulations and games for learning." Game analytics: Maximizing the value of player data (2013): 697-729.

Lemish, Dafna. Children, Adolescents, and Media. Eds. Amy Beth Jordan, and Victoria J. Rideout. Routledge, 2016.

Shore, Rima. "Challenge Paper: The Power of Pow! Wham!: Children, Digital Media and Our Nation’s Future." Joan Ganz Cooney Center (2008).