Noah Glaser, PhD

Assistant Professor in the School of Information Science & Learning Technologies

College of Education & Human Development | University of Missouri, Columbia

drnoahglaser@gmail.com | Phone: (513) 630-5654

Website | Research Gate | ORCID | Web of Science

_________________________________________________________________________

Education

2020

Doctor of Philosophy, Educational Studies                

Area of Concentration: Instructional Design & Technology

University of Cincinnati

Dissertation: The Development and Evaluation of a Virtual Reality Intervention for Adults with Autism: A Design-based Research Study

Awarded the 2021 Garvin Distinguished Dissertation Award.

2016

Master of Arts, Educational Studies                          

Area of Concentration: Education for Social Change

University of Cincinnati

2015

University of Cincinnati

Master of Education, Curriculum & Instruction

Area of Concentration: Instructional Design & Technology

2013

University of Cincinnati

Bachelor of Science, Information Technology

Area of Concentration: Software and Digital Media Development

Professional Experience

2022-Current

Assistant Professor in the School of Information Science & Learning Technologies and Director of the Information Experience Lab at University of Missouri

  • Conduct STEM education and design research in the fields of instructional design, user experience design, technology, and education
  • Teach undergraduate and graduate level courses in the field of information science and learning technologies
  • Direct and manage the Information Experience Lab

2021-2022

Assistant Professor of Instructional Design & Technology in the

Darden College of Education & Professional Studies at Old Dominion University

  • Conduct research and development in instructional design, user experience design, technology, and education
  • Teach graduate level courses in the field of instructional design and educational technology.
  • Perform service at the program, university, and community level.

2020-2021

Postdoctoral Research Fellow for the Department of Educational Psychology at the University of Connecticut

  • Worked on a multidisciplinary collaborative team funded by the NIH Science Education Partnership Program
  • Conducted classroom based educational research that uses innovative, portable brain technologies
  • Assisted with research activities including co-designing curriculum with teachers, developing content for online and in-person professional development, conducting classroom-based educational research, authoring publications, developing new research grants, and managing research teams
  • Collaborated on research related to the development of adaptive educational technologies including virtual reality classrooms, and brain-computer interface software to promote computational thinking

2019-2020

Research Associate for the Immersive Learning Research Network: State of XR and Immersive Learning

  • Output: State of XR and Immersive Learning Report
  • Derive evidence-based design knowledge and principles from literature in the field.
  • Compile and report on exemplars that demonstrate how design knowledge can be operationalized.
  • Research and contribute to a state of XR report

2008-2016

Freelance Gaming Journalist

  • Managed and operated independent gaming journalism company
  • Commissioned by Nintendo of America for marketing expertise
  • Managed social media following of 120,000+

2005-2015

Web and Digital Media Developer

  • Managed the development and marketing needs of web-based clients around the world.
  • Developed web-based solutions for clients including websites, eCommerce solutions, mobile applications, and custom programming.
  • Implemented online marketing strategies including social media management, newsletter outreach, and search engine optimization.

Research

* Italics - Student contributions   

Refereed Journal Articles

  1. Glaser, N., Jensen, L., Riedy, T., Center, M., Shifflett, J., & Griffin, J. (2024). Unlocking the Everdoor: Analyzing the serious game Spiritfarer. Educational Technology Research and Development. https://doi.org/10.1007/s11423-024-10357-x

Percentage Contributions in Order of Author List (45, 25, 10, 10, 5, 5)

Journal Stats: Impact factor 5 (2022); 5 year impact factor 5.4 (2022)

  1. Glaser, N. (2024). Using Nintendo’s Game Builder Garage to facilitate hands-on learning in graduate game design education. Journal of Technology-Integrated Lessons and Teaching, 2(2), 13–24. https://doi.org/10.13001/jtilt.v2i2.8075

Percentage Contributions in Order of Author List (100)

Journal Stats: No available metrics

  1. Glaser, N., Yang, M., Li, S., & K. Mendoza. (2024) The Museum of Instructional Design: An examination of learner experiences & usability in a collaborative 3D virtual learning environment. TechTrends (2024). https://doi.org/10.1007/s11528-024-00933-6

Percentage Contributions in Order of Author List (40, 30, 20, 10)

Journal Stats: Impact factor 2.5 (2022); 5 year impact factor 2.6 (2022)

  1. Yang, M., Duha, M. S. U., Kirsch, B. A., Glaser, N., Crompton, H., & Luo, T. (2024). Universal design in online education: A systematic review. Distance Education, 1–37. https://doi.org/10.1080/01587919.2024.2303494

Percentage Contributions in Order of Author List (40, 20, 15, 15, 5, 5)

Journal Stats: Impact Factor 7.3 (2022); 5 year impact factor: 6.9 (2022)

  1. Glaser, N., Thull, C., Schmidt, M., Tennant, A., Moon, J., & Ousley, C. (2023). Learning Experience Design and Unpacking Sociocultural, Technological, and Pedagogical Design Considerations of Spherical Video-Based Virtual Reality Systems for Autistic Learners: A Systematic Literature Review. Journal of Autism and Developmental Disorders. https://doi.org/10.1007/s10803-023-06168-3

Percentage Contributions in Order of Author List (55, 20, 10, 5, 5, 5)

Journal Stats: Impact factor 3.9 (2022); 5 year impact factor 4.5 (2022)

  1. Glaser, N., & Moore, S. (2023). Redefining Immersive Technology Research: Beyond Media Comparisons to Holistic Learning Approaches. Digital Psychology, 4(1S), 4–8. https://doi.org/10.24989/dp.v4i1S.2272

Percentage Contributions in Order of Author List (90, 10)

        Invited letter, double blind review.

Journal Stats: No available metrics

  1. Yang, M., Miller, C., Crompton, H., Zilong, P., & Noah, G. (2023). The Implementation of Virtual Reality in Organizational Learning: Attitudes, challenges, side effects, and affordances. TechTrends. https://doi.org/https://doi.org/10.1007/s11528-023-00917-y

Percentage Contributions in Order of Author List (50, 20, 15, 10, 5)

Journal Stats: Impact factor 2.5 (2022); 5 year impact factor 2.6 (2022)

  1. Schmidt, M., Newbutt, N., Lee, M., Lu, J., Francois, M.-S., Antonenko, P. D., & Glaser, N. (2023). Toward a strengths-based model for designing virtual reality learning experiences for autistic users. Autism. https://doi.org/10.1177/13623613231208579

Percentage Contributions in Order of Author List (50, 20, 10, 5, 5, 5, 5)

Journal Stats: Impact factor 5.2 (2022); 5 year impact factor 6.2 (2022)

  1. Glaser, N., Schmidt, M., Palmer, H., Schmidt, C., & Xing, W. (2023). Through the lens of artificial intelligence: A novel study of spherical video-based virtual reality usage in autism and neurotypical participants. Computers & Education: X Reality, 3, 100041. https://doi.org/10.1016/j.cexr.2023.100041

Percentage Contributions in Order of Author List (35, 35, 20, 5, 5)

Journal Stats: No available metrics

  1. He, H., Glaser, N., AlZoubi, D., Mendoza, K. R., Hunt, H. K., & Burgoyne, S. (2023). Theatre-based techniques for enhancing creativity in engineering education: An evaluation study of the creativity academy program. Discover Education, 2(1), 36. https://doi.org/10.1007/s44217-023-00061-y

Percentage Contributions in Order of Author List (50, 20, 10, 10, 5, 5)

Journal Stats: No available metrics

  1. Newbutt, N., Glaser, N., Francois, M. S., Schmidt, M., & Cobb, S. (2023). How are autistic people involved in the design of extended reality technologies? A systematic literature review. Journal of Autism and Developmental Disorders. https://doi.org/10.1007/s10803-023-06130-3

Percentage Contributions in Order of Author List (30, 25, 20, 15, 10)

Journal Stats: Impact factor 3.9 (2022); 5 year impact factor 4.5 (2022)

  1. Glaser, N. (2023). Exploring the potential of ChatGPT as an educational technology: An emerging technology report. Technology, Knowledge and Learning, 28, 1945–1952. https://doi.org/10.1007/s10758-023-09684-4

Percentage Contributions in Order of Author List (100)

Journal Stats: Impact factor 3.3 (2022); 5 year impact factor 3.5 (2022)

  1. Davidesco, I., Glaser, N., Stevenson, I. H., & Dagan, O. (2023). Detecting fluctuations in student engagement and retention during video lectures using electroencephalography. British Journal of Educational Technology, 54(6), 1895–1916. https://doi.org/10.1111/bjet.13330

Percentage Contributions in Order of Author List (40, 35, 20, 5)

Journal Stats: Impact factor 6.6 (2022)

  1. Schmidt, M., Glaser, N., Schmidt, C., Kaplan, R., Palmer, H., & Cobb, S. (2023). Programming for generalization: Confronting known challenges in the design of virtual reality interventions for autistic users. Computers & Education: X Reality, 2, 100013. https://doi.org/10.1016/j.cexr.2023.100013

Percentage Contributions in Order of Author List (35, 30, 10, 10, 10, 5)

Journal Stats: No available metrics

  1. Herman, K., Shifflett, J. S., Schoolmaster, C. W., Thull, C., & Glaser, N. (2022). Past precedent: Reconciling established multimedia principles in 3D virtual learning environments. The Journal of Applied Instructional Design, 11(4). https://edtechbooks.org/jaid_11_4/WnbVMBth

Percentage Contributions in Order of Author List (25, 20, 20, 20, 15)

Journal Stats: No available metrics

  1. Glaser, N., AlZoubi, D., Earnshaw, Y., Shaffer, E. L., & Yang, M. (2022). Formative design and development of a three-dimensional collaborative virtual learning environment through learning experience design methods. Journal of Formative Design in Learning. 6, 63–76. https://doi.org/10.1007/s41686-022-00072-2

Percentage Contributions in Order of Author List (70, 10, 10, 5, 5)

Journal Stats: Impact factor 1.5 (2022); 5 year impact factor 1.4 (2022)

  1. Aldemir, T., Davidesco, I., Kelly, S. M., Glaser, N., Kyle, A. M., Montrosse-Moorhead, B., & Lane, K. (2022). Investigating students’ learning experiences in a neural engineering integrated STEM high school curriculum. Education Sciences, 12(10), 19. https://doi.org/10.3390/educsci12100705

Percentage Contributions in Order of Author List (40, 15, 15, 15, 5, 5, 5)

Journal Stats: Impact factor 3 (2022); 5 year impact factor 2.8 (2022)

  1. Glaser, N., Schmidt, M., & Schmidt, C. (2022). Learner experience and evidence of cybersickness: Design tensions in a virtual reality public transportation intervention for autistic adults. Virtual Reality, 26, 1705–1724. https://doi.org/10.1007/s10055-022-00661-3

Percentage Contributions in Order of Author List (80, 15, 5)

Journal Stats: Impact factor 4.2 (2022); 5 year impact factor 5.5 (2022)

  1. Glaser, N., Newbutt, N., Palmer, H., & Schmidt, M. (2022). Video-based virtual reality technology for autistic users: An emerging technology report. Technology, Knowledge and Learning. 28, 925–935. https://doi.org/10.1007/s10758-022-09594-x

Percentage Contributions in Order of Author List (60, 30, 5, 5)

Journal Stats: Impact factor 3.3 (2022); 5 year impact factor 3.5 (2022)

  1. Glaser, N., Newbutt, N., & Palmer, H. (2022), Not perfect but good enough: a primer for creating spherical video-based virtual reality for autistic users, Journal of Enabling Technologies, 16(2), pp. 115-123. https://doi.org/10.1108/JET-01-2022-0008

  1. Schmidt, M., Glaser, N., Riedy, T., Rietta, C., Huszti, H., Wagner, J., Smith, G., Gutierrez-Colina, A. M., Wetter, S. E., Guilfoyle, S. M., Patel, A., & Modi, A. C. (2022). Learning experience design of an mHealth intervention for parents of children with epilepsy. International Journal of Medical Informatics, 104671. https://doi.org/10.1016/j.ijmedinf.2021.104671

        *This paper was awarded the 2022 Journal Article Award by the Culture, Learning and

Technology division of AECT

  1. Glaser, N., & Schmidt, M. (2022). Systematic literature review of virtual reality intervention design patterns for individuals with autism spectrum disorders. International Journal of Human–Computer Interaction, 38(8), 753–788. https://doi.org/10.1080/10447318.2021.1970433

  1. Schmidt, M., & Glaser, N. (2021). Investigating the usability and learner experience of a virtual reality adaptive skills intervention for adults with autism spectrum disorder. Educational Technology Research and Development, 69(3), 1665–1699. https://doi.org/10.1007/s11423-021-10005-8

  1. Schmidt, M. M., & Glaser, N. (2021). Piloting an adaptive skills virtual reality intervention for adults with autism: findings from user-centered formative design and evaluation. Journal of Enabling Technologies, 15(3), 137-158.https://doi.org/10.1108/JET-09-2020-0037

  1. Schmidt, M., Newbutt, N., Schmidt, C., & Glaser, N. (2021). A process-model for minimizing adverse effects when using head mounted display-based virtual reality for individuals with autism. Frontiers in Virtual Reality. doi.org/10.3389/frvir.2021.611740

  1. Modi, A., C., Mara, C. A., Schmidt, M., Smith, A. W., Turnier, L., Glaser, N., & Wade, S. L. (2019). Epilepsy Journey: A proof of concept trial of a Web‐based executive functioning intervention for adolescents with epilepsy. Epilepsia, epi.16317. https://doi.org/10.1111/epi.16317

  1. Schmidt, M., Schmidt, C., Glaser, N., Beck, D., Lim, M., & Palmer, H. (2019). Evaluation of spherical video-based virtual reality intervention designed to teach adaptive skills for adults with autism: A preliminary report. Interactive Learning Environments, 1–20. https://doi.org/10.1080/10494820.2019.1579236

  1. Glaser, N. J., & Schmidt, M. (2018). Usage considerations of 3D collaborative virtual learning environments to promote development and transfer of knowledge and skills for individuals with autism. Technology, Knowledge and Learning, https://doi.org/10.1007/s10758-018-9369-9

  1. Glaser, N. J., Schmidt, M., Wade, S. L., Smith, A., Turnier, L., & Modi, A. C. (2017). The formative design of Epilepsy Journey: A web-based executive functioning intervention for adolescents with epilepsy. Journal of Formative Design in Learning. https://doi.org/10.1007/s41686-017-0011-3

  1. Rector-Aranda, A., Raider-Roth, M., Glaser, N., & Behrman, M. (2017). “I had to live, breathe, and write my character”: Character selection and student engagement in an online role-play simulation. Journal of Jewish Education, 83(4), 280–309. https://doi.org/10.1080/15244113.2017.1378566

  1. Modi, A. C., Schmidt, M., Smith, A. W., Turnier, L., Glaser, N., & Wade, S. L. (2017). Development of a web-based executive functioning intervention for adolescents with epilepsy: The Epilepsy Journey. Epilepsy & Behavior, 72, 114–121. https://doi.org/10.1016/j.yebeh.2017.04.009

Manuscripts under Development/Review

  1. Neupane, R. L., Calyam, P., Wang, S., Neupane, K., Pandey, A., Cheng, X., Singh, K. P., Gafurov, D., Glaser, N.., Gu, Y., Li, S., & Yeddulapalli, H. S. (Under review). Online Learning Platform for Application-Inspired Cloud and DevOps Curriculum.

  1. Singh, K., Glaser, N., Gu, Y., Li, S., AlZoubi, D., Schmidt, M. (Under Review). Formative Design and Active Learning Spaces: Enhancing Engagement through Learning Experience Design Principles and Technology Integration

  1. Schmidt M., & Glaser, N. (Under Review). Design Principles for Participatory XR Design with Autistic Users: Examples from the Virtuoso Project.

  1. Rende Mendoza, K., Glaser, N., Krüger, J. M., Yang, M. & Moeller, K. (2024, manuscript in preparation) A literature review on the impact of XR technologies in fostering pro-environmental attitudes and actions. Journal of Environmental Education (anticipated). Impact Factor 3.3.

Book Chapters

  1. Glaser, N., Earnshaw, Y., AlZoubi, D., Yang, M., & Shaffer, E. L. (2023). Designing the Museum of Instructional Design, a 3D Learning Environment: A Learning Experience Design Case. In B. Hokanson, M. Schmidt, M. E. Exter, A. A. Tawfik, & Y. Earnshaw (Eds.), Formative Design in Learning: Design Thinking, Growth Mindset and Community (pp. 49–64). Springer Nature Switzerland. https://doi.org/10.1007/978-3-031-41950-8_5

Percentage Contributions in Order of Author List (60, 15, 15, 5, 5)

  1. Glaser, N., Davidesco, I., Pérez-Cuesta, L. M., Carter, S., Gupta, M., Ferreira, A., Nunez, V., & Suzuki, W. (2023). Adapting a Neuroscience High School Curriculum to Support Inclusive Online Learning. In B. Hokanson, M. Exter, M. M. Schmidt, & A. A. Tawfik (Eds.), Toward Inclusive Learning Design: Social Justice, Equity, and Community (pp. 421–435). Springer Nature Switzerland. https://doi.org/10.1007/978-3-031-37697-9_32

Percentage Contributions in Order of Author List (50, 20, 5, 5, 5, 5, 5, 5)

  1. Glaser, N., Schmidt, M., Schmidt, C., Palmer, H., & Beck, D. (2021). The Centrality of Interdisciplinarity for Overcoming Design and Development Constraints of a Multi-user Virtual Reality Intervention for Adults with Autism: A Design Case. In B. Hokanson, M. Exter, A. Grincewicz, M. Schmidt, & A. A. Tawfik (Eds.), Intersections Across Disciplines: Interdisciplinarity and learning (pp. 157–171). Springer International Publishing. https://doi.org/10.1007/978-3-030-53875-0_13

  1. Schmidt, M., Glaser, N., Schmidt, C., Beck, D., Palmer, H., & Lim, M. (2020). Promoting Acquisition and Generalization of Skills for Individuals Severely Impacted by Autism Using Immersive Technologies. In B. Hokanson, G. Clinton, A. A. Tawfik, A. Grincewicz, & M. Schmidt (Eds.), Educational Technology Beyond Content (pp. 71–84). Springer International Publishing. https://doi.org/10.1007/978-3-030-37254-5_6

Book Chapters under Development/Review

  1. Singh, K., Gu, Y., Li, S., Glaser, N., AlZoubi, D., Schmidt, M. (Accepted). Optimizing Learning Experiences: Integrating Learning Experience Design Principles with Technology-Enabled Active Learning.

  1. Schmidt, M., & Glaser, N. (Under review). Maria Martinez: Designing a Virtual Reality Training Program for Adults with Autism Spectrum Disorders to Use Public Transportation

Refereed Conference Proceedings

  1. Naipaul, J. C., Davidesco, I., & Glaser, N. (2022). Promoting Authentic Research Experiences in the High School Classroom: Opportunities and Challenges. In Proceedings of the 16th International Conference of the Learning Sciences-ICLS 2022, pp. 2140-2141. International Society of the Learning Sciences.

  1. Glaser, N., Center, M., Riedy, T., Jensen, L. J, Griffin, J., & Shifflett, J. (2022, September). Spiritfarer: A relaxing exploration around themes of death and loss. UC Irvine: Games + Learning + Society Conference Proceedings. https://escholarship.org/uc/item/2mr8j41p

  1. Shifflett, J., Glaser, N., Jensen, L., Riedy, T., Griffin, J., & Center, M. (2022, May). Doctoral Colloquium—Confronting Death: Lived Experiences from Players of the Serious Game Spiritfarer. 2022 8th International Conference of the Immersive Learning Research Network (ILRN), 1–3. https://doi.org/10.23919/iLRN55037.2022.9815905

  1. Glaser, N., Schmidt, M., H. Palmer, W. Xing, & C. Schmidt. (2022, May). Computer Vision Methods to Examine Neurodiverse Gaze Patterns in 360-Video. 2022 8th International Conference of the Immersive Learning Research Network (ILRN), 1–3. https://doi.org/10.23919/iLRN55037.2022.9815974

  1. Sivaprasad, V., Davidesco, I., Glaser, N., & Thompson, K. (2022, May). Utilizing Electroencephalography, Eye Gaze, and Learner Analytics to Examine Student Engagement in a Virtual Reality Classroom. 2022 8th International Conference of the Immersive Learning Research Network (ILRN), 1–3. https://doi.org/10.23919/iLRN55037.2022.9815968

  1. Glaser, N., Davidesco, I., & Golumbic, E. Z. (2021, May). Investigating Student Engagement through a Virtual Reality Classroom. In Proceedings of the 15th International Conference of the Learning Sciences-ICLS 2021. International Society of the Learning Sciences.

  1. Schmidt, M., Beck, D., Glaser, N., Schmidt, C., & Abdeen, F. (2019, May). Formative design and evaluation of an immersive learning intervention for adults with autism: Design and research implications. In D. Beck, A. Peña-Rios, T. Ogle, D. Economou, M. Mentzelopoulos, L. Morgado, … M. Gardner (Eds.), Immersive Learning Research Network (pp. 71–85). Springer International Publishing.

  1. Schmidt, M., Beck, D., Glaser, N., & Schmidt, C. (2017, May). A Prototype Immersive, Multi-user 3D Virtual Learning Environment for Individuals with Autism to Learn Social and LifeSkills: A Virtuoso DBR Update. Proceedings of iLRN, 2016. Santa Barbara, CA.

Edited Journal Special Issues

  1. Earnshaw, Y., Schmidt, M., Tawfik, A. A., Huang, R., & Glaser, N. (Eds.). (2023). Learning experience design:  Informing practice and extending the tradition. Journal of Applied Instructional Design. 12(3). https://doi.org/10.59668/515

Reports & Whitepapers

Title

Role

Publication Date

2021 State of XR & Immersive Learning Outlook Report

Project Leadership Team

05/2021

Funded Grants

Date

Grant Title

Agency

Role

Amount

July 2023

Social Virtual Reality enabled Learning to Empower Special Education Students in Gaining Competence to Join the Future Technology Workforce

National Science Foundation RETTL

PI

$849,986.00

April 2023

Leveling the Playing Field: Amplifying Rural Student Voices in Game-Based Learning Design with a Rural User Experience (RUX) Kit

College of Education & Human Development Rural Schools Education Initiative

Co-PI

 $23,667.65

August 2022

Brain Healthy: Engaging Students in Citizen Science Brain Health and Wellness Investigations to Promote Data Science Literacy

National Institutes of Health: Science Education Partnership Award

Co-I

$1,336,626

April 2019

Creativity throughout the Curriculum: Educational Practices to Build the STEM Workforce of Tomorrow

National Science Foundation: IUSE

PI

$299,703.00

December 2021

Exploring Online Learning Experiences in Collaborative 3D Virtual Learning Environments

Faculty Innovator Grant: Old Dominion University

PI

$1400

May 2021

Investigating Student Engagement through a Virtual Reality Classroom and controlled environmental stimuli

UCONN’s Office of the Vice President for Research (OVPR) Research Excellence Program

Co-I

$50,000

May 2021

Fostering Computational Thinking Through Neural Engineering Activities in High School Biology Classes

National Science Foundation's Discovery Research preK-12 (DRK-12)

Consultant

 $1,451,850

June 2019

2019 Globe Grant: Digital Playscape

People’s Liberty

PI

$15000

May 2019

Digital Playscape to Promote Computational Thinking Skills and STEAM Learning

CECH 2019 Instructional Research and Development Technology Grant

PI

 $1930

May 2019

Enhancing the User Experience of Virtuoso: A Prototype VR Learning Environment for Adults with Autism to Learn Adaptive Skills        

CECH 2019 Instructional Research and Development Technology Grant

Co-I

 $2000

May 2018

Innovative Technologies to Enhance the Visual Fidelity and Learner Experience of Virtuoso: A Prototype Immersive, 3D Collaborative Virtual Learning Environment for Individuals with Autism to Learn Social, Life, and Vocational Skills        

CECH 2018 Instructional Research and Development Technology Grant

PI

 $2000

May 2017

Virtuoso: A Prototype Immersive, Multi-user 3D Virtual Learning Environment for Individuals with Autism to Learn Social and Life Skills        

CECH 2017 Instructional Research and Development Technology Grant

Co-I

$2000

January 2013

Development of an Image Recognition Application to Provide Instant Video Game Assistance: GameSnap

2013 Undergraduate Student and Faculty Research Mentoring Program  Grant by the Department of Information Technology

PI

$1000

May 2012

Collaborative Design of a mobile-based Online Booking System in PHP and SQL

2012 Undergraduate Student and Faculty Research Mentoring Program Grant by the Department of Information Technology

PI

$1000

Grants Under Review

Grant Name

Agency

Role

Amount

The Montessori Studio: Rethinking Computing Education at the Graduate Level

National Science Foundation

Co-PI

$500,000

CyberTraining: Implementation: Small: Application-inspired Cloud DevOps Training using an Online Self-service Learning Platform

National Science Foundation

Co-PI

$480,000

Promoting Computational Thinking and STEM Attitudes for Individuals with Disabilities Using Game Builder Garage

National Science Foundation

PI

$1,650,560

Project PHoENIX (Participatory, Human-centered, Equitable, Neurodiverse, and Inclusive XR)

National Science Foundation

Co-PI

$150,000

MediaLiterate: Utilizing Game-based Learning to Support Middle Schoolers’ Media Literacy, Digital Citizenship, and AI Awareness

U.S. Department of Education

Co-PI

$2,000,000

Resubmit: Beginnings: Preparing the Workforce in Emerging Autonomous and Automated System Operations

National Science Foundation

Co-PI

$1,000,000

Designing and Examining the Impact of Online Professional Development Modules Involving STEM Literacy Texts

National Science Foundation

Co-PI

$2,998,421

Non-funded Grants

Grant Name

Role

Amount

Design for Belonging: Broadening Latinx Youth Participation in Computing through Student-Led Design in OctoStudio, Google Research Grant

Co-PI

$60,000

Going Beyond Stereotypes: Fostering Neurodiverse Representation in Gaming Media MU Research Council Grant

PI

$15,000

Things We Left Behind: Unreal Engine Mega Grant

PI

$100,000

Jam Your :heart: Out: Empowering LGBTQIA+ High Schoolers in STEAM and CT through Game Design Spencer Foundation

Consultant

$10,000.00

CyberTraining: Implementation: Small: Application-inspired Cloud DevOps Training using an Online Self-service Learning Platform: National Science Foundation

Co-PI

$480,000.00

VRAffect- The role of affective state in cognitive-motor performance: evidence from neurotypical and atypical populations United States - Israel Binational Science Foundation

PI

$75,000

Beginnings: Preparing the Workforce in Emerging Autonomous and Automated System Operations

National Science Foundation

Co-PI

$1,000,000

Gaming 4 Good: Accessible and Inclusive Video Game Design to Promote Computational Thinking and STEAM Identity with Neurodiverse Populations National Science Foundation: Advancing Informal STEM Learning National Science Foundation AISL

PI

$1,217,363.00

Empathy Building in Healthcare Students’ Education Using first -person Virtual Reality Experiences

Co-PI

$60,000

2022 Entwine: Leveraging technology for Adaptive Computer Science Instruction for 5th-7th Grade Students, Especially Students with Disabilities and Rural Populations: Education Innovation and Research Program-Early-Phase Grants

Co-PI

$350,191.00

2022 Jam Your <3 Out -Exploring STEM Identity through Game Design and Co-Construction for Queer Middle School Youth: Spencer Education Small Grant

PI

$49,855.00

2022 Co-creating an identity-based Narrative Game around the Neurodiverse Experience Unity and Meta: Higher Ed XR Innovation Grant

PI

$175,239

2022 Gaming 4 Good: Accessible and Inclusive Video Game Design to Promote Computational Thinking and STEAM Identity with Neurodiverse Populations National Science Foundation: Advancing Informal STEM Learning

Co-PI

$1,357,990

2022 Attention Everyone: How can virtual reality classrooms support neurodiverse learners through EEG and eye tracking: Google Research Scholar

PI

$60,000

2022 Story telling, co-creation, and collaboration: Using Three-dimensional Virtual Reality arts-based portraiture to promote safety, healing and authentic connection with transition-aged autistic people QSR International Grant for Early Career Researchers

PI

$25,000

2021 Assessing STEAM Identity within a Community-based Game Design Curriculum Assessment for Good: Leveraging Education Advanced Research Now (Letter of Intent Rejection)

PI

$280,000

2018 Virtuoso: A Prototype Immersive, Multi-user 3D Virtual Learning Environment for Individuals with Autism to Learn Social and Life Skills University of Cincinnati Research and Development Professional Practice Board Graduate Student and Faculty Mentoring

Co-PI

 $1,000

2017 Virtuoso: A Prototype Immersive, Multi-user 3D Virtual Learning Environment for Individuals with Autism to Learn Social and Life Skills University of Cincinnati Research and Development Professional Practice Board Graduate Student and Faculty Mentoring

PI

$1,000

Funded Information Experience Lab Projects

Project Title

Client

Amount

Rural UX Testing of Mission HydroSci

Dr. Joe Griffin: Director

$9067.65

Learning Experience Study of Mizzou Cloud and DevOps

Dr. Prasad Calyam: Director of Mizzou CERI

$5000,00

Presentations

  1. Glaser, N. (2023, December 5). Blending Learning Experience Design with Neurodiversity in Co-Designed Immersive Environments. In Texas A&M University; Teaching, Learning & Culture. SEC Travel Award, College Station, Texas. Texas A&M University; Teaching, Learning & Culture.

  1. Glaser, N., Rende Mendoza, R., & Wright, G. W. (2023, October 28). Harnessing the Power of ChatGPT in Science Classrooms: A Comprehensive Workshop for Teachers. 2023 Kansas City National Conference, Kansas City Missouri. National Science Teaching Association.

  1. Glaser, N., Center, M., Jensen, L., Davidson, A. J., & Aldemir, T. (2023, October 25). Monsters: Redefining Monstrosity: Compassion and Duty in “Spiritfarer.” Video Game Monster Conference, Virtual. MultiPlay Network.

  1. Tawfik, A., Totino, L., Earnshaw, Y., Jahnke, I., Schmidt, M., & Glaser, N. (2023). Learning Experience Design and Learning Engineering: Emerging Perspectives and Implications for Learning with Technology. Presented at the 2023 International Convention of the Association of Educational and Communications Technology. Orlando, FL.

  1. Earnshaw, Y., Schmidt, M., Tawfik, A., Huang, R., & Glaser, N.. (2023). Learning Experience Design & Research – Advancing a New Field in LIDT. Presented at the 2023 International Convention of the Association of Educational and Communications Technology. Orlando, FL.

  1. Glaser, N., Thull, C., Tennant, A., Moon, J., Schmidt, M., & Ousley, C. (2023). Unpacking the Sociocultural, Technological, and Pedagogical Considerations of Spherical Video-based Virtual Reality Systems for Autistic Learners: A Systematic Literature Review. Presented at the 2023 International Convention of the Association of Educational and Communications Technology. Orlando, FL.

  1. Singh, K., Gu, Y., Li, S., Glaser, N., & AlZoubi, D. (2023). Active Learning Classrooms in College: A study using Digital Didactical Design research framework. Presented at the 2023 International Convention of the Association of Educational and Communications Technology. Orlando, FL.

  1. Schmidt, M., Glaser, N., Schmidt, C., Palmer, H., Kaplan, R., & Cobb, S. (2023). Remember when we used to care about generalization? A virtual reality generalization study with autistic adults. Presented at the 2023 International Convention of the Association of Educational and Communications Technology. Orlando, FL.

  1. Neupane, R., Calyam, P., Wang, S., Neupane, K., Pandey, A., Cheng, X., Gafurov, D., Yeddulapalli, H., Glaser, N., Singh, K., Gu, Y., Li, S., & Srinivas, S. (2023). Evaluating a Cloud and DevOps Online Learning Platform using Learner Experience Design Evaluation Methods. Presented at the 2023 International Convention of the Association of Educational and Communications Technology. Orlando, FL.

  1. Glaser, N., Li, S., Yang, M., AlZoubi, D., & Earnshaw, Y. (2023). Learner and User Experience Evaluation of the Museum of Instructional Design, a 3D Collaborative Learning Environment. Presented at the 2023 International Convention of the Association of Educational and Communications Technology. Orlando, FL.

  1. Glaser, N., Dudenhoffer, C., AlZoubi, D., Schmidt, M. (2023). ChatGPT Helped me Write this Proposal: A Discussion Around ChatGPT in Education. Presented at the 2023 International Convention of the Association of Educational and Communications Technology. Orlando, FL.

  1. Glaser, N. (2023). Designing with Neurodiverse Learners: Reflections and Directions in Immersive Learning Systems. The Bridge. Columbia, Missouri.

 

  1. Glaser, N., Schmidt, M., Schmidt, C., & Palmer, H.  (2023). Did they actually learn anything? Promoting generalization from the virtual world to the real world for autistic adults. 2023 Immersive Learning Research Network International Conference. San Luis Obispo, CA.

  1. Singh, K., Gu, Y., Li, S., Glaser, N., AlZoubi, D., Schmidt, M. (2023). Optimizing Learning Experiences: Integrating Learning Experience Design Principles with Technology-Enabled Active Learning. 2023 Association of Educational and Communications Technology: Summer Research Symposium. Virtual.

  1. Thull, C., Glaser, N.,  (2023). Social, technological, & pedagogical design considerations of SVVR systems for autistic learners: A systematic literature review. 2023 Immersive Learning Research Network International Conference. San Luis Obispo, CA.

  1. Hartigan, E., Glaser, N., & Schmidt, M.  (2023). Evaluating the Usability of Autistic Adults Using a Public Transportation Virtual Reality System. 2023 Immersive Learning Research Network International Conference. San Luis Obispo, CA.

  1. Hartigan, E., Glaser, N., & Schmidt, M. (2023). Evaluating the Usability and User Experience of Autistic Adults Using a Public Transportation Virtual Reality System called Virtuoso. Presented at the University of Missouri’s 2023 Spring Research and Creative Achievements Forum, Columbia, MO.

  1. He, H., Glaser, N., Hunt, H., Burgoyne, S., & Saboorizadeh, J. (2023). Student experiences of learning in creativity-integrated engineering courses. Paper Presented at the 2023 AERA Annual Meeting, Chicago, IL.

  1. Yang, M., Shams, M., Glaser, N.,  (2022). A Systematic Literature Review on the Integration of Universal Design in Online Learning. Presented at the 2022 International Convention of the Association of Educational and Communications Technology. Las Vegas, NV.

  1. Glaser, N., Al Zoubi, D., Yang, M., Shaffer, E., Kirsch, B., Smith, S., Knowles-Davis, M., Brown, K., Schoolmaster, C., Cumings, M., Reierson, J., Gdula, D., Shifflett, J., McLaughlin, J., Glaeser, J., Herman, K., Bal, I., Thull, C., (2022). The Museum of Instructional Design: A Prototype 3D Virtual Learning Environment. Presented at the 2022 International Convention of the Association of Educational and Communications Technology. Las Vegas, NV.

  1. Glaser, N., Aldemir, T., Grossman, H., & Knowles-Davis, M., (2022). We need to do better: Mental health and self care in academia. Presented at the 2022 International Convention of the Association of Educational and Communications Technology. Las Vegas, NV.

  1. Glaser, N., Davidesco, I., & Stevenson, I.,  (2022). Detecting Fluctuations in Student Engagement During Video Lectures Using EEG. Presented at the 2022 International Convention of the Association of Educational and Communications Technology. Las Vegas, NV.

  1. Glaser, N., Aldemir, T., & Herman, K., (2022). Artificial Intelligence and Computer Vision: Opportunities and Challenges for Instructional Design and Evaluation. Presented at the 2022 International Convention of the Association of Educational and Communications Technology. Las Vegas, NV.

  1. Aldemir, T., Glaser, N., Davidesco, I., (2022). Exploring how User-Centered Approaches and Empathy informed the Co-Design of a Neural Engineering Curriculum. Under Review at the 2022 International Convention of the Association of Educational and Communications Technology. Las Vegas, NV.

  1. Schmidt, M., Glaser, N., Jensen, L., & Rende, K., (2022). Increasing Participation in STEAM for Individuals with Disabilities through Video Game Design. Presented at the 2022 International Convention of the Association of Educational and Communications Technology. Las Vegas, NV.

  1. Glaser, N., AlZoubi, D., Earnshaw, Y., Shaffer, E., Yang, M., (2022). Formative Design and Development of a Three Dimensional Collaborative Virtual Learning Environment through Learning Experience Design Methods. Presented at the 2022 Association for Educational Communications and Technology Summer Research Symposium. Bloomington, IN.

  1. Glaser, N., Center, M., Riedy, T., Jensen, L., Shifflett, J., & Griffin, J., (2022). Spiritfarer: A Relaxing Exploration Around Themes of Death and Loss. Presented at the 2022 Games, Learning, & Society Conference. Irvine, CA.

  1. Sivaprasad, V., Davidesco, I., Glaser, N., & Thompson, K., (2022). Utilizing Electroencephalography, Eye Gaze, and Learner Analytics to Examine Student Engagement in a Virtual Reality Classroom. Presented at the 2022 Immersive Learning Research Network International Conference. Vienna, Austria.

  1. Glaser, N., Schmidt, M., Palmer, H., Wanli, X., & Schmidt, C., (2022). Computer Vision Methods to Examine Neurodiverse Gaze Patterns in 360-video. Presented at the 2022 Immersive Learning Research Network International Conference. Vienna, Austria.

  1. Shifflett, J., Glaser, N., Jensen, L., Riedy, T., Griffin, J., Center, M., (2022). Confronting Death: Lived Experiences from Players of the Serious Game Spiritfarer. Presented at the 2022 Immersive Learning Research Network International Conference. Vienna, Austria.

  1. Glaser, N., Earnshaw, Y., Aldemir, T., Al Zoubi, T., (2022). Insight from the inside: How to land your dream job in academia or industry. Presented at the 2022 Immersive Learning Research Network International Conference. Vienna, Austria.

  1. Couzens Naipaul, J., Davidesco, I., & Glaser, N., (2022). Promoting Data Literacy Skills through Authentic Research Experiences in the High School Classroom. Presented at the 2022 International Society of the Learning Sciences. Hiroshima, Japan.

  1. Matuk., C., Amato, A., Davidesco, I., Rubel, L., Stornaigula, A., Bumbacher, E., Chance, B., Desportes, K., Eloy, A., Fagan, E., Fuhrmann, T., Gebre, E., Herbel-Eisemann, B., Jiang, S., Kahn, J., Lim, V., Louie, J., Melvin Peralta , L., Roy, S., Silander, M., Stiles, J., Glaser, N., Couzens Naipaul, J., Tes, M., Vacca, R., Wagh, A., Wei, X., McBride, C., Wilkerson, M., & Wolf, J., (2022). Data Storytelling in the Classroom. Presented at the 2022 International Society of the Learning Sciences. Hiroshima, Japan.

  1. Glaser, N., Davidesco, I., Zion Golumbic, E., & Thompson, K. (2021). The Virtual Reality Classroom: A Prototype Environment to Measure Student Engagement through Eye Tracking and Portable Electroencephalography Technology. Presented at the 2021 International Convention of the Association for Educational Communications and Technology. Chicago, IL.

  1. Glaser, N., Davidesco, I., Zion Golumbic, E., & Thompson, K.  (2021). Investigating Student Engagement through a Virtual Reality Classroom that Utilizes Eye Tracking and Portable Electroencephalography Technology. Presented at the 2021 International Convention of the Association for Educational Communications and Technology. Chicago, IL.

  1. Glaser, N., & Schmidt, M. (2021). System Designs of Virtual Reality Interventions for Individuals with Autism: A Systematic Literature Review. Presented at the 2021 International Convention of the Association for Educational Communications and Technology. Chicago, IL.

  1. Glaser, N., & Center, M.  (2021). Co-creating Inclusion: Shifting the Narrative and Use of Collaborative Virtual Environments for Neurodivergent People. Presented at the 2021  International Convention of the Association for Educational Communications and Technology. Chicago, IL.

  1. Glaser, N., Schmidt, M., Riedy, T., Rietta, C., Wagner, J., Smith, G., Gutierrez-Colina, A., Wetter, S., Patel, A., Huszti, H., & Modi, A. (2021). Learning Experience Design and Evaluation of an mHealth Intervention for Parents of Children with Epilepsy. Presented at the 2021 International Convention of the Association for Educational Communications and Technology. Chicago, IL.

  1. Palmer, H., Glaser, N., Newbutt, N, Al Zoubi, D & Schmidt, M.  (2021). Designing, developing and implementing immersive technologies in response to Covid-19 for autistic individuals. Presented at the 2021 International Convention of the Association for Educational Communications and Technology. Chicago, IL.

  1. Glaser, N., Earnshaw, Y., Griffin, J., & Al Zoubi, D. (2021). Navigating the Job Market: Applying to Academic and Non-Academic Positions. Presented at the 2021  International Convention of the Association for Educational Communications and Technology. Chicago, IL.

  1. Glaser, N., Davidesco, I., Pérez-Cuesta, L., Carter, S., Gupta, M., Ferreira, A., Nunez, V., & Suzuki, W., (2021). Adapting a neuroscience high school curriculum to support inclusive online learning. Presented at the 2021 Association for Educational Communications and Technology Summer Research Symposium. Virtual

  1. Davidesco, I., Glaser, N. (2021). Adapting a Neuroscience High School Curriculum to Support Inclusive Online Learning. Presented at the 2021 New York City Department of Education Making STEM Connections: Thriving in a Digital World event!. Virtual.

  1. Glaser, N.,  Davidesco, I., & Zion Golumbic, E. (2021). Investigating Student Engagement through a Virtual Reality Classroom. Presented at the 2021 International Society of the Learning Sciences. Virtual.

  1. Glaser, N., & Davidesco, I. (2021). Integrating a 3D Collaborative Virtual Learning Environment Into a Middle/High School Science Curriculum. Presented at the 2021 National Institute of Health Science Education Conference. Virtual.

  1. Lester, A., & Glaser, N. (2021). Designing for Play: Reflections on Creating an Immersive Free STEAM Makerspace in an Urban Community. Presented at the 2021 American Educational Research Association. Virtual.

  1. Glaser, N.,  Schmidt, M., Schmidt, C., Palmer, H., & Beck, D. (2020). Designing Virtuoso: A Case Study on the Interdisciplinary Development of a Multi-User Virtual Reality Intervention for Individuals with Autism. Presented at the 2020 International Convention of the Association for Educational Communications and Technology. Virtual.

  1. Glaser, N.,  Schmidt, M., & Schmidt, C., (2020). Fear and Loathing in VR: Cybersickness Evidence in Headset-based VR Training for Adults with Autism. Presented at the 2020 International Convention of the Association for Educational Communications and Technology. Virtual.

  1. Schmidt, M., Newbutt, N., Schmidt, C., & Glaser, N., (2020). A process-model for minimizing adverse effects when using head mounted display-based virtual reality for individuals with autism. Presented at the 2020 International Convention of the Association for Educational Communications and Technology. Virtual.

  1. Glaser, N., Center, M., & Lester, A., (2020). Responding to Community Needs in the Design of the Digital Playscape: A Free STEAM Makerspace. Presented at the 2020 International Convention of the Association for Educational Communications and Technology. Virtual.

  1.  Schmidt, C., Schmidt, M., Glaser, N., & Beck, D. (2020). Virtuoso: A Virtual Reality Intervention for Transition-Aged Adults with Autism. Presented at the 2020 International Conference on Autism, Intellectual Disability, and Developmental Disabilities. Sarasota, FL.

  1. Schmidt, M., Mara, C., Smith, A., Turner, L., Glaser, N., Wade, S., & Modi, A.  (2019). Efficacy of an Online Executive Function Intervention for Individuals with Epilepsy. Presented at the 2019 International Convention of the Association for Educational Communications and Technology. Las Vegas, NV.

  1. Schmidt, M., Beck, D., Glaser, N., & Schmidt, C. (2019). Formative Design and Evaluation of an Immersive Learning Intervention for Adults with Autism: Implications for Research and Practice. Presented at the 2019 International Convention of the Association for Educational Communications and Technology. Las Vegas, NV.

  1. Glaser, N. (2019). Spherical video-based virtual reality learning environments: Considerations to promote transfer of skills for individuals with autism. Presented at the 2019 International Convention of the Association for Educational Communications and Technology. Las Vegas, NV.

  1. Schmidt, M., Beck, D., Glaser, N., & Schmidt, C. (2019). Virtuoso: A virtual reality adaptive skills intervention for adults with autism spectrum disorder. Presented at iLRN 2019. London, UK.

  1. Palmer, H., Glaser, N., Schmidt, M., Schmidt, C. (2019). Designing and Evaluating a Virtual Reality Learning Environment for Adults with Autism. Presented at the 2019 Ohio Educational Technology Conference, Columbus, OH.

  1. Glaser, N., & Schmidt, M. (2018). 3D collaborative virtual learning environments: Considerations to promote transfer of skills for individuals with autism. Presented at the 2018 International Convention of the Association for Educational Communications and Technology, Kansas City, MO.

  1. Schmidt, M., Beck, D., Schmidt, C., Glaser, N., & Abdeen, F. (2018). Creating Virtuoso: The formative design and evaluation of a prototype 3D collaborative virtual learning environment for adults with autism spectrum disorders. Presented at the 2018 International Convention of the Association for Educational Communications and Technology, Kansas City, MO.

  1. Schmidt, M., Glaser, N. (2018).  Design principles promoting embodied skills development for individuals severely impacted by autism in a 3D collaborative virtual learning environment. Presented at the 2018 Association of Educational and Communications Technology Summer Symposium, Bloomington, IN.

  1. Beck, D., Schmidt, M, Abdeen, F., & Glaser, N., Schmidt, C., & Palmer, H. (2018). Creating Virtuoso: The formative design and evaluation of a prototype 3D collaborative virtual learning environment for adults with autism spectrum disorders. Presented at the 2018 Immersive Learning Research Network, Missoula, MT.

  1. Glaser, N., Schmidt, M., & Palmer, H. (2017). Virtuoso: A prototype 3D collaborative virtual learning environment for adults with autism to learn social and life skills. Presented at the 2018 Spring Research Conference, Louisville, KY.

  1. Schmidt, M., Beck, D., Schmidt, C., Glaser, N., & Abdeen, F. (2017). A prototype immersive, multi-user 3D virtual learning environment for individuals with autism to learn social and life skills: A Virtuoso update. Presented at the 2017 International Convention of the Association of Educational and Communications Technology, Jacksonville, FL.

  1. Schmidt, M., Beck, D., Schmidt, C., Glaser, N., & Abdeen, F. (2018). Virtuoso: A Virtual Reality Intervention for Transition-Aged Adults with Autism. Presented at the 2018 Ohio Educational Technology Conference, Columbus, OH.

  1. Wade, S., Schmidt, M., Smith, A., Glaser, N., Turner, L., Combs, A., Hater, Brooke., & Modi, A. (2018). Epilepsy Journey: A Web-based Executive Functioning Intervention for Adolescents with Epilepsy. Presented at the 2018 Society of Pediatric Psychology Annual Conference, Orlando, FL.

  1. Combs, A., Hater, B., Roemisch, E., Schmidt, M., Smith, A. W., Glaser, N., Turnier, L., Wade, S. L., & Modi, A. (2018). Land of Nod: Improving Sleep in Teens with Epilepsy. 2018 Society of Pediatric Psychology Annual Conference, Orlando, FL.

  1. Wade, S., Schmidt, M., Smith, A., Glaser, N., Turner, L., Combs, A., Hater, Brooke., & Modi, A. (2018). Epilepsy Journey: An e-health intervention to improve executive functioning in adolescents with epilepsy. Presented at the 2018 International Neuropsychological Society, Washington D.C..

  1. Glaser, N., Schmidt, M., Modi, A., Smith, A., Turner, L., & Wade, S. (2017). The Epilepsy Journey: A web-based executive functioning intervention for adolescents with epilepsy. Presented at the 2017 International Convention of the Association of Educational and Communications Technology, Jacksonville, FL.

  1. Schmidt, M., Beck, D., Schmidt, C., Glaser, N., & Abdeen, F. (2017). A prototype immersive, multi-user 3D virtual learning environment for individuals with autism to learn social and life skills: A Virtuoso update. Presented at the 2017 International Convention of the Association of Educational and Communications Technology, Jacksonville, FL.

  1. Schmidt, M, Beck, D., Glaser, N., & Schmidt, C. (2017). A prototype immersive, multi-user 3D virtual learning environment for individuals with autism to learn social and life skills: A virtuoso DBR update. Presented at the 2017 Immersive Learning Research Network, Coimbra, Portugal.

  1. Glaser, N., Schmidt, M., Modi, A., Wade, S., Smith, A., & Turner, L. (2017). The formative design of Epilepsy Journey: A web-based executive functioning intervention for adolescents with epilepsy. Presented at the 2017 Association of Educational and Communications Technology Summer Journal Symposium, Jacksonville, FL.

  1. Glaser, N., Schmidt, M., Modi, A., Wade, S., Smith, A., & Turner, L. (2017). Design and development of the Epilepsy Journey: A web-based intervention for adolescents with epilepsy. Presented at the 2017 Spring Research Conference, Cincinnati, OH.

  1. Raider-Roth, M., Rector-Aranda, A., & Glaser, N. (2016). "I had to live, breathe, and write my character": Character choice and student engagement in an online role-play simulation. Presented at the Network for Research in Jewish Education, Townson, MD.

  1. Glaser, N. (2016). Gender engagement within JCAT, an online role-playing learning environment. Presented at the 2016 Spring Research Conference, Lexington, KY.

Conference Presentations Under Review or Pending

  1. Glaser, N., & K., Rende Mendoza. (Under Review). The Things Left Behind: Codesign of a 2D video game exploring the intersection of gender and identity. Under review with The 2nd International Trans Studies Conference. Chicago, IL.

Invited Lectures and Presentations

  1. Glaser, N. (2023). Neurodiversity in focus: Pioneering inclusive strategies in immersive learning environments. Immersive Learning Research Network, Virtual.

  1. Glaser, N. (2023). Digital Citizenship & Educational Implications of Emerging Artificial Intelligence Technologies. Guest Lecture for TED 8540: Digital Citizenship, University of Nebraska in Omaha, Virtual.

  1. Glaser, N. (2023). Instructional Design Museum: Tour in XR. Guest Lecture, University of Michigan, Virtual.

  1. Glaser, N. (2022). Panel: AI; UX and Usability; Cybernetic. Association for Information Science and Technology, Annual Meeting & Information Science Summit, Pittsburgh, PA.

  1. Glaser, N. (2022). Not perfect but good enough: a primer for creating spherical video-based virtual reality for autistic users. Journal of Enabling Technologies Special Issue: Applications of Virtual Reality in Autism Research Webinar, Virtual

 

  1. Glaser, N. (2021). Navigating the academic labor market: Challenges and perspectives. College of Education, DETAIL Lab. Guest Lecture, University of Florida, Gainesville, FL.

  1. Glaser, N. (2021). Culturally relevant integration of technology through the lens of Activity theory and human-computer interaction. Neag School of Education, EPSY 5530: Theories of Learning, Cognition and Instruction Course Guest Lecture, University of Connecticut, Storrs, CT.

  1. Glaser, N. (2021). Systematic Literature Review of Virtual Reality Intervention Design Patterns for Individuals with Autism Spectrum Disorders. iLRN Pie & Coffee social, Immersive Learning Research Network, Virtual.

  1. Glaser, N. (2021). Integrating theory and practicality in the design and deployment of educational virtual reality. Neag School of Education, EPSY 5530: Theories of Learning, Cognition and Instruction Course Guest Lecture, University of Connecticut, Storrs, CT.

  1. Glaser, N. (2021). Activity theory and human-computer interaction: Implications for learning. Neag School of Education, EPSY 5530: Theories of Learning, Cognition and Instruction Course Guest Lecture, University of Connecticut, Storrs, CT.

  1. Glaser, N. (2020). Navigating the Job Market. College of Education, Criminal Justice and Human Services’ Job Market Panel, University of Cincinnati, Cincinnati, OH.

  1. Glaser, N. (2020). Technology theory, integration, and personal philosophy for learning. Neag School of Education, Learning Science Panel Discussion and Q&A, University of Connecticut, Storrs, CT.

  1. Glaser, N. (2020). Affordances of virtual reality learning environments and potential for providing adaptive and individualized approaches. Neag School of Education, EPSY 5510 : Learning: Its Implications for Education Course Guest Lecture, University of Connecticut, Storrs, CT.

  1. Glaser, N. (2020). Designing Virtuoso: A Case Study on the Development and Implementation of a Multi-User Virtual Reality Intervention for Individuals with Autism. College of Education AR/VR in Education Course Guest Lecture, University of Cincinnati, Cincinnati, OH.

  1. Beck, D., Schmidt, M., Schmidt, C., & Glaser, N. (2019). Conceção e avaliação formativas de uma intervenção imersiva de aprendizagem para adultos com autism. Institute for Systems and Computer Engineering, Technology and Science (INESC TEC), Porto,  Portugal.

  1. Glaser, N., Schmidt, M., Schmidt, C., & Beck, D. (2019). Designing Virtuoso: A virtual reality intervention for adults with autism. Regional Autism Advisory Council, Cincinnati, OH.

  1. Glaser, N., Lester, A. (2019) The Digital Playscape: An immersive technology and computational thinking learning space. US2020, Cincinnati, OH.

  1. Glaser, N., Schmidt, M., & Schmidt, C. (2019). The collaborative and formative design of Virtuoso: A virtual reality intervention for adults with autism in the Impact Innovations program. College of Education, Criminal Justice and Human Services’ Diversity Day, University of Cincinnati, Cincinnati, OH.

  1. Glaser, N. (2018). Formative design and development of a web-based intervention for adolescents with epilepsy: The Epilepsy Journey. School of Education’s Power Friday, University of Cincinnati, Cincinnati, OH.

Awards, Honors, & Nominations

  1. Glaser, N., & Aldemir, T. (2023) SEC Visiting Faculty Grant Program Recipients.

  1. Schmidt, M., Glaser, N., Schmidt, C., Kaplan, R., Palmer, H., & Cobb, S. (2023).

Outstanding Journal Article Award by the Design & Development Division of AECT for Programming for generalization: Confronting known challenges in the design of virtual reality interventions for autistic users.

  1. Glaser, N., Schmidt, M., Schmidt, C., & Palmer, H., (2023). Best Academic Presentation

Award. 9th Annual Conference of the Immersive Learning Research Network.

  1. Glaser, N., & Yang, M., (2022). Crystal Award recognizing the innovative and

outstanding multimedia-based distance learning project Museum of Instructional Design; Association of Educational Communications and Technology, Division of Distance Learning.

  1. Schmidt, M., Glaser, N., Riedy, T., Rietta, C., Huszti, H., Wagner, J., Smith, G.,

Gutierrez-Colina, A. M., Wetter, S. E., Guilfoyle, S. M., Patel, A., & Modi, A. C. (2022). Journal Article Award by the Culture, Learning and Technology division of AECT for Learning Experience Design of an mHealth Intervention for Parents of Children with Epilepsy.

  1. Glaser, N., (2021) Garvin Distinguished Dissertation Award. Prize amount $2500

  1. Glaser, N., (2021). Community for Advancing the Development of Research in Education (CADRE) Postdoc Professional Growth Opportunity.

  1. Glaser, N. (2019). Graduate Incentive Award; University of Cincinnati

  1. Schmidt, M., Modi, A. C., Glaser, N., Rietta, C., Neely, Tina., & Guiterrez-Colina, Ana.

(2019). 2nd Place: Crystal Award recognizing the innovative and outstanding multimedia-based distance learning project eACT: Epilepsy Adherence in Children and Technology; Association of Educational Communications and Technology, Division of Distance Learning.

  1. Schmidt, M., Glaser, N., Beck, D., & Schmidt, C. (2019). Immersive Learning Research

Network 2019 Best Paper Award 1st Place for Formative design and evaluation of an immersive learning intervention for adults with autism: Design and

research implications.

  1. Glaser, N., (2019). Early Career Symposium; The Research & Theory Division of AECT

Convention, Las Vegas, Nevada.

  1. 2018 Special Jury Prize Virtuoso; University of Cincinnati Digital Media Collaborative, Third Annual Cinematic Arts and Media Showcase.

  1. Glaser, N., Schmidt, M., Wade, S. L., Modi, A. C., Smith, A. W., & Turnier, L. (2017). Crystal Award recognizing the innovative and outstanding multimedia-based distance learning project Epilepsy Journey; Association of Educational Communications and Technology, Division of Distance Learning.

  1. Glaser, N. (2019). Scholarship Award; College of Education, Criminal Justice, and Human, University of Cincinnati

  1. Glaser, N. (2014). Graduate Incentive Award; University of Cincinnati

Teaching

Courses Taught

University of Missouri

Semester

Course #

Credits

# of Students

Course GPA

Evaluation Average

Average for that Level of Course

Spring 2024

ISLT 9421

3

20

TBD

TBD

TBD

Fall 2023

ISLT 9085

3

1

4.0

Fall 2023

ISLT 4375

3

4

3.7

-

-

Fall 2023

ISLT 7355

3

12

3.6

-

-

Fall 2023

ISLT 4355

3

15

-

-

-

Fall 2023

CEDUC 4999

3

2

4.0

-

-

Summer 2023

ISLT 7355

3

11

4.0

-

-

Summer 2023

ISLT 4355

3

4

4.0

5

5

Spring 2023

ISLT 9421

3

8

4.0

4.83

4.69

Fall 2022

ISLT 7355

3

3

3.6

5.00

4.59

Old Dominion University

Course Number

Course Name

Semester

IDT 7/856

Instructional Gaming: Theory and Practice (3 credits)

Spring 2022

IDT 810

Trends and Issues in Contemporary Instructional Design (3 credits)

Spring 2022

IDT 801

Instructional Design & Technology Seminar (3 credits)

Fall 2021

University of Cincinnati

Course Number

Course Name

Semester

IDT 4/7170

Mobile Learning (3 credits)

Spring 2019

IDT 7150*

Educational Game Design (3 credits)

Fall 2018

CI 1001

Educational Technology  (3 credits)

Fall 2018

CI 1001

Educational Technology  (3 credits)

Spring 2018

CI 1001

Educational Technology  (3 credits)

Fall 2017

* Teacher’s Assistant

Current Student Advisement

Student

Year

Level, program

Role

Current Status

Tanya Churaman

2023-present

PhD student, SISLT

Advisor

PhD Student

Diogenes Da Silva Santos

2022-present

PhD student, SISLT

Dissertation Committee

PhD Student

Jenifer Butler

2021-present

PhD student, English

Committee Member

PhD Candidate

Eamonn Powers

2022-2023

PhD student, IDT

Dissertation Committee

Graduated

Chad McLane

2021-2022

PhD student, IDT

Dissertation Committee

Graduated

Curriculum Development

2023

ISLT 4375: Mobile Learning

  • Redeveloped the mobile application development class
  • Implemented a three stage approach that moves from history, theory, and practice
  • Included design sprints and UX testing where students develop their own mobile learning prototypes

2020-2021

Neurolearning and STEM Curriculum Brain Waves

  • Assisted with transitioning face-to-face curriculum to remote in response to COVID-19
  • Developed a 3D virtual learning environment that works on desktop and mobile devices for students to participate in an end of year science fair experience

2018-2019

STEAM Curriculum: Digital Playscape

  • Developed a play-centered STEAM curriculum for technology playscape that was funded through a grant I won from People’s Liberty.
  • Implemented gamification techniques to draw visitors in and to facilitate engagement across the different stations of the playscape.
  • Included programming activities, makerspaces, virtual reality labs, game-based learning, and other immersive learning opportunities.

2015

ECE 3015 Children’s Literature: University of Cincinnati

  • Developed a new curriculum that aligned instructional materials and assessments with the stated educational outcomes.
  • Repositioned the course within the frame of a community of practice and designed authentic assignments.

Courseware, Computer Software, and Digital Production

  1. The Museum of Instructional Design [Computer software] © 2022, Department of STEM Education and Professional Studies, Old Dominion University

  1. VR Classroom [Computer software]. © 2021, Educational Psychology Department, University of Connecticut

  1. Epilepsy Adherence in Children and Technology (eACT) [eHealth courseware]. © 2018, Cincinnati Children’s Hospital Medical Center.

This software was awarded the 2019 2nd place standing for the Crystal Award recognizing the innovative and outstanding multimedia-based distance learning project from the Association of Educational and Communications Technology.

  1. BEAT [eHealth courseware]. © 2019, Cincinnati Children’s Hospital Medical Center.

  1. Schmidt, M., Glaser, N., & Palmer, H. Virtuoso, An Immersive, Digital Game-based Learning Environment for Teaching Life Skills to Young Adults with Autism Spectrum Disorders [Computer software]. © 2017, GNU General Public License v. 2.0.

  1. Modi, A. C., Schmidt, M., Smith, A. W., Turnier, L., Glaser, N. & Wade, S. L. Epilepsy Journey, A Problem-Solving Journey to Mastering Executive Functioning [eHealth courseware]. © 2016, Cincinnati Children’s Hospital Medical Center. https://epilepsy-journey.org

This software was awarded the Crystal Award recognizing the innovative and outstanding multimedia-based distance learning project from the Association of Educational and Communications Technology. It was also honored by being showcased at the Design & Development Showcase of the 2017 International Convention of the Association of Educational and Communications Technology.

  1. Glaser, N. Layton vs Wright Pokemon Spoof | Professor Layton vs. Phoenix Wright: Ace Attorney [Promotional Content Commissioned by Nintendo of America]. © 2014, Nintendo of America. https://www.youtube.com/watch?v=SdkMz0AwwDc

  1. Glaser, N. GameSnap: Image Recognition Videogame Walkthrough Software [Android Application]. 2013.                                                

Professional Memberships

                           

Professional Development

Pixel Art Fundamentals - Introduction to 2D Game Pixel Art

2023

Community for Advancing the Development of Research in Education

Postdoc Professional Growth Opportunity 

2021

IBM Applied Artificial Intelligence Professional Certificate

2021

AI Foundations for Everyone Specialization

2021

Unity Learn: Artificial Intelligence for Beginners

2020

University of Connecticut: Grant Writing Webinar – Essentials of Competitive Proposals

2020

AECT Workshop: A primer on the application of meta-analysis to educational technology research: Examples using open-source software

2020

AECT Workshop: User Experience Methods for Evaluating and Improving Learning Experience with Technologies

2020

AECT’s Research and Theory Division Early Career Symposium

2019

Applying the Quality Matters Rubric Workshop        

2015

Service to the Profession

Journal & Academic Publishing Reviews

Timeframe

Journal or Outlet

204 - 2024

Routledge Education Book Proposal Reviewer

2024- Current

Journal of Intellectual Disability Research

2024- Current

Cogent Education

2023-Current

Computers & Education

2023-2023

Journal of Technology-Integrated Lessons and Teaching

2023-2023

Interaction Studies

2020-Current

Virtual Reality

2017-Current

Journal of Formative Design in Learning

2021-Current

Journal of Computing in Higher Education

2021-Current

Educational Technology Research and Development

2022-2023

Journal of Applied Instructional Design

2022

International Journal of Developmental Disabilities

2022

Frontiers in Human Neuroscience

2022

International Journal of Computer-Supported Collaborative Learning

2022

Disability and Rehabilitation: Assistive Technology

2021-2023

International Journal of Human-Computer Interaction

2021

IEEE Computer Society

2021

Education Routledge for a proposed book on Instructional Design

2020

Journal of Enabling Technologies

2018

Journal of Educational Computing Research

Conference Proposal Reviews

Timeframe

Organization & Other Details

2023

2023 Hawaii International Conference on System Sciences

2023

2023 Immersive Learning Research Network Conference

2022

2023 American Educational Research Association Annual Meeting: Division D - Measurement and Research Methodology / Multi-Method and Mixed Methods

2022

Association for Educational and Communications Technology: Summer Research Symposium

2022

2022 Immersive Learning Research Network Conference

2022

2022 Games, Learning, & Society Conference Proposal Reviewer

2022

International Convention of the Association for Educational and Communications Technology: Design and Development, Distance Learning, Design and Development Showcase, Emerging Technology Showcase

2021

International Convention of the Association for Educational and Communications Technology: Design and Development, Distance Learning, Organizational Training & Performance, Research & Theory, & Design and Development Showcase

2020

EAI ArtsIT 2020 Virtual Conference

2020

Association for Educational and Communications Technology: Summer Research Symposium

2020

International Convention of the Association for Educational and Communications Technology: Design and Development, Distance Learning, & Design and Development Showcase

2020

Immersive Learning Research Network conference

2019

International Convention of the Association for Educational and Communications Technology: Design and Development & Systems Thinking and Change

2018

International Convention of the Association for Educational and Communications Technology, Division of Emerging Learning Technologies (DELT)

Other Service to Field

Timeframe

Position

Organization & Other Details

2023-2024

Committee Member & Award Reviewer

2023 Best Paper Award for AERA SIG IT

2023-2024

Conference Planner  & Program Chair

2024 Immersive Learning Research Network: Conference Planning Committee Member and Program Chair for for the Doctoral Colloquium, Work in Progress, and Panels & Workshops

2023

Committee Member

Association for Educational and Communications Technology: Nominating Committee

2022- Current

Board Member

Journal of Formative Design in Learning

2022-2023

Conference Planner & Organizing Committee

2023 Immersive Learning Research Network Conference Planning Committee Member for the Doctoral Colloquium

2021-2022

Conference Planner & Organizing Committee

2022 Immersive Learning Research Network Conference Planning Committee Member for the Doctoral Colloquium

2021

Grant Reviewer

National Science Foundation: Research on Emerging Technologies for Teaching and Learning

2020-2021

Board Associate

Association for Educational and Communications Technology: Design and Development Division

2020-2021

Mentor

Association for Educational and Communications Technology: Mentor Program

2020

Volunteer

International Convention of the Association for Educational and Communications Technology

2019-2021

Board Member

Inclusion, Diversity, Equity, Access, and Social Justice House of the Immersive Learning Research Network

2019-2020

Social Media Contributor

AECT Graduate Student Association

2018

Reviewer

Designers for Learning Modules Evaluation

Service to the University and Department

University of Missouri

2023

Panel Member

PFF Seminar - Panel on Job Talks & Campus Visits

2022 - 2023

Research Advisor

CEHD: Undergraduate Honors Program

2022 - 2023

Committee Member

PhD Engagement Committee

Old Dominion University

2022

Committee Member

DCEPS Awards Committee

2022

Subcommittee Member

Technology Subcommittee member for the Information Fluency through Critical Reading Quality Enhancement Plan

2021-2022

Committee Member

Business Relationship Management Initiative

2021

Volunteer

Volunteers for Monarch Experience 2021

University of Cincinnati

2020

Moderator

Curriculum & Instruction Masters Project Presentations in University of Cincinnati School of Education

2019

Pilot Member

Participated in training activities related to piloting and assisting in the transition from Blackboard to Canvas

2019-2020

Mentor

Graduate Student Mentor Program for the University of Cincinnati School of Education

2019

Presenter

Instructional Design and Technology Red and Black TIE Event

2017

Presenter

Instructional Design and Technology Red and Black TIE Event

2016

Presenter

Instructional Design and Technology Red and Black TIE Event

2016

Moderator

Curriculum & Instruction Masters Project Presentations in University of Cincinnati School of Education

Community Service

2018

Campus Promoter

Staring Slavery in the Face: In Libya & Beyond

2017

Activity Planner and Volunteer

Breakthrough Cincinnati Library STEAM Event

2016-2017

Mentor

Cincinnati Youth Collaborative

2016

Curriculum Designer and STEM Assistant

Breakthrough Cincinnati

2015

Volunteer

Price Hill Children’s Health Fair

2014

Volunteer

Faces Without Places

2014

Managed an online fundraising program

Canines for Kids