Noah Glaser, PhD

Assistant Professor of Instructional Design & Technology

Darden College of Education & Professional Studies | Old Dominion University

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

http://noahglaser.com        

_________________________________________________________________________

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

2021-Current

Assistant Professor of Instructional Design & Technology in the

Darden College of Education & Professional Studies at Old Dominion University

  • Starting July 25, 2021

2020-2021

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

  • Work on a multidisciplinary collaborative team funded by the NIH Science Education Partnership Program
  • Conduct classroom based educational research that uses innovative, portable brain technologies
  • Assist 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
  • Collaborate on research related to the development of adaptive educational technologies including virtual reality classrooms, and brain-computer interface software to promote computational thinking

2020-2020

Instructional Designer for the University of North Carolina in Chapel Hill

  • Provided consultation with faculty subject matter experts and production resources to develop online instructional content in alignment with course objectives and outcomes
  • Worked one-on-one with faculty to identify student learning needs and assist in developing exercises, activities and other course content
  • Provided training and technical assistance to instructors

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

2016-2019

National Institutes of Health Graduate Research Assistant for the Behavioral Medicine and Clinical Psychology Program at Cincinnati Children’s Hospital

  • Developer of web-based interventions for adolescents with epilepsy and executive functioning deficits
  • Developer of mobile learning interventions related to epilepsy and adherence
  • Usability and user experience research

2017- 2019

Graduate Teaching Position: College of Education at the University of Cincinnati

  • Created course materials related to the design, development, and implementation of various educational technologies
  • Taught face-to-face in both undergraduate and graduate level courses
  • Assessed student performance and provided feedback

2016-2019

Graduate Research Assistant: College of Education at the University of Cincinnati

  • Research and Development of Virtuoso: A Virtual Reality Intervention to Promote Adaptive Skills for Individuals with Autism Spectrum Disorder
  • Developed multiple intervention software including a spherical video-based virtual reality mobile application and a fully immersive desktop-based platform
  • Assisted with, designed, and conducted multiple research studies

2016-2017

Graduate Research Assistant: Arlitt Center at the University of Cincinnati

  • Assisted with qualitative data analysis related to play-based learning in an outdoor playscape
  • Managed the website for the Arlitt Center’s journal

2015-2016

Instructional Design Graduate Assistant:  College of Education at the University of Cincinnati

  • Designed and developed courses across the degree programs within the College of Education
  • Created Blackboard course shells for instructors to implement
  • Applied Quality Matters guidelines to existing courses
  • Created instructional materials including assignments, interactive multimedia, audio and video lessons, and course syllabi

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         

Publications

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. https://doi.org/10.1007/s11423-021-10005-8

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, ahead-of-print(ahead-of-print). 

https://doi.org/10.1108/JET-09-2020-0037

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, 2. 

https://doi.org/10.3389/frvir.2021.611740

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

Schmidt, M., Schmidt, C., Glaser, N., Beck, D., Lim, M., & Palmer, H. (2019). Evaluation of a

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

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, 1-8.

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

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

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

Glaser, N.,  Schmidt, M. (In Press) Systematic Literature Review of Virtual Reality

Intervention Design Patterns for Individuals with Autism Spectrum Disorders.

Under review with the International Journal of Human-Computer Interaction

Glaser, N.,  Schmidt, M. (Under Review) The nature of user experience of individuals

with autism and virtual reality head-mounted displays.

Under review with IEEE Transactions in Learning Technologies

Glaser, N., Newbutt, N., Palmer, H., Schmidt, M. (Under Review) Not

perfect, but good enough: ​Mobile-based immersive technologies for individuals with autism.

Under review with Technology, Knowledge, & Learning

Davidesco, I., Glaser, N., Dagan, O. (Under Development) Predicting Students’ Engagement

and Attention in Online Learning With Real-Time EEG and Behavior Metrics

Schmidt, M., Glaser, N., Reidy, T., Teresa, C., Lu, J., Cheng, L., Modi, A. (Under Development)

Patient-centered design of a mobile epileptic adherence intervention: epilepsy Adherence

in Children and Technology

Book Chapters

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

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

Glaser, N., Davidesco, I., Pérez-Cuesta, L., Carter, S., Gupta, M., Ferreira, A., Nunez, V., &

Suzuki, W., (In Development). Adapting a neuroscience high school curriculum to

support inclusive online learning  

Reports & Whitepapers

Title

Role

Publication Date

2021 State of XR & Immersive Learning Outlook Report

Project Leadership Team

05/2021

Grants

Grant Name

Agency

Role

Amount

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-PI

$50,000

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

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

Essential Staff

 $1,451,850

2019 Globe Grant: Digital Playscape

People’s Liberty

PI

$15000

Digital Playscape to Promote Computational Thinking Skills and STEAM Learning

CECH 2019 Instructional Research and Development Technology Grant

PI

 $1930

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-PI

 $2000

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

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-PI

$2000

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

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

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-PI

1,248,283

Utilizing Neurophysiological Measures to Better Understand and Improve Engagement and Learning with Intelligent Tutoring Systems

National Science Foundation: Science of Learning and Augmented Intelligence

Essential Staff

July 2021

Grants In Development

Grant Name

Agency

Role

Deadline

Non-funded Grants

Grant Name

Role

Amount

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

 $1000

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

$1000

Conference Presentations

Glaser, N., & Davidesco, I., (2021). Integrating a 3D Collaborative Virtual Learning

Environment Into a Middle/High School Science Curriculum. Presented at the 2021

New York City Department of Education Making STEM Connections: Thriving in a

Digital World event!. Virtual.

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.

Davidesco, I., Glaser, N. (2021). Adapting a Neuroscience High School Curriculum to Support

Inclusive Online Learning. Presented at the 2021 National Institute of Health Science

Education Conference.

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.

Lester, A., & Glaser, N. (2021). Reconceptualizing Schools, Teachers, Community Spaces, and

Shakespeare Through Arts-Based Inquiry. Presented at the 2021 American Educational Research Association. Virtual.

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.

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.

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.

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.

Schmidt, C., Schmidt, M., Glaser, N., & Beck, D. (2019). 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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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..

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.

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.

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.

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.

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.

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.

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

Glaser, N., Davidesco, I., Zion Golumbic, E., & Thompson, K. (Under Review). The Virtual

Reality Classroom: A Prototype Environment to Measure Student Engagement through

Eye Tracking and Portable Electroencephalography Technology. Under review at the

2021 International Convention of the Association for Educational Communications and

Technology. Columbus, OH.

Glaser, N., Davidesco, I., Zion Golumbic, E., & Thompson, K. (Under Review). Investigating

Student Engagement through a Virtual Reality Classroom that Utilizes Eye Tracking and

Portable Electroencephalography Technology. Under review at the 2021 International

Convention of the Association for Educational Communications and Technology.

Columbus, OH.

Glaser, N., & Schmidt, M. (Accepted). System Designs of Virtual Reality Interventions for

Individuals with Autism: A Systematic Literature Review. Under review at the 2021

International Convention of the Association for Educational Communications and

Technology. Columbus, OH.

Glaser, N., & Center, M. (Under Review). Co-creating Inclusion: Shifting the Narrative and Use

of Collaborative Virtual Environments for Neurodivergent People. Under review at the

2021 International Convention of the Association for Educational Communications and

Technology. Columbus, OH.

Glaser, N., Schmidt, M., Riedy, T., Rietta, C., Wagner, J., Smith, G., Gutierrez-Colina, A.,

Wetter, S., Patel, A., Huszti, H., & Modi, A. (Accepted). Learning Experience

Design and Evaluation of an mHealth Intervention for Parents of Children with Epilepsy.

Under review at the 2021 International Convention of the Association for Educational

Communications and Technology. Columbus, OH.

Glaser, N., Palmer, H., Newbutt, N, Al Zoubi, D. (Under Review). Designing, developing and

implementing immersive technologies in response to Covid-19 for autistic individuals. 

Under review at the 2021 International Convention of the Association for Educational

Communications and Technology. Columbus, OH.

Glaser, N., Earnshaw, Y., Griffin, J., & Al Zoubi, D. (Accepted). Navigating the Job

Market: Applying to Academic and Non-Academic Positions. Under review at the 2021

International Convention of the Association for Educational Communications and

Technology. Columbus, OH.

Invited Lectures and Presentations

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.

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.

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.

Glaser, N. (2020). Navigating the Job Market. College of Education, Criminal Justice and

Human Services’ Job Market Panel, University of Cincinnati, Cincinnati, OH.

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.

Glaser, N. (2020). Affordances of virtual reality learning environments and potential for

providing adaptive and individualized approaches. Neag School of Education, Learning: Its Implications for Education Course Guest Lecture, University of Connecticut, Storrs, CT.

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.

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.

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.

Glaser, N., Lester, A. (2019) The Digital Playscape: An immersive technology and

computational thinking learning space. US2020, Cincinnati, OH.

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.

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.

Refereed Conference Proceedings

Schmidt, M., Beck, D., Glaser, N., Schmidt, C., & Abdeen, F. (2019). 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.

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. Proceedings of iLRN, 2016. Santa Barbara, CA.

Awards and Nominations

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

Glaser, N., (2021). Community for Advancing the Development of Research in Education

(CADRE) Postdoc Professional Growth Opportunity.

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

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.

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.

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

Convention, Las Vegas, Nevada.

2018 Special Jury Prize Virtuoso; University of Cincinnati Digital Media Collaborative, Third

Annual Cinematic Arts and Media Showcase.

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.

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

University of Cincinnati

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

Courses Taught

University of Cincinnati

Course Number

Course Name

Semester

IDT 7170/IDT 4170

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

Turpin High School

Remedial

Intro to Geometry

Spring 2015

Curriculum Development

2020-2021

Neurolearning and STEM Curriculum BrainWaves

  • 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 assignments that were more authentic to the needs and experiences of the learners.

Courseware, Computer Software, and Digital Production

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

of Connecticut

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.

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

Center.

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.

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.

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

Glaser, N. GameSnap: Image Recognition Videogame Walkthrough Software [Android

Application]. 2013.                                                

Memberships

International Society of the Learning Sciences

2021-Current

Association for Educational Communication and Technology

2017-Current

Student Organization for Action Research (SOAR)

2015-2017

The Graduate Association for Teaching Enhancement (GATE)

2015-2017

                           

Professional Development

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 at the University of Cincinnati        

2015

Service

Service to the Profession

2021

Grant Reviewer

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

2021

Reviewer

Educational Technology Research and Development

2021

Conference Proposal Reviewer

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

2020-2021

Board Associate

Association for Educational and Communications Technology: Design and Development Division

2021

Reviewer

Provided peer review for the Editorial Assistant of Education Routledge for a proposed book on Instructional Design

2020

Mentor

Association for Educational and Communications Technology: Mentor Program

2020

Volunteer

Association for Educational and Communications Technology

2020

Reviewer

Journal of Enabling Technologies

2020

Conference Proposal Reviewer

EAI ArtsIT 2020 Virtual Conference

2020-Current

Reviewer

Virtual Reality

2017-Current

Reviewer

Journal of Formative Design in Learning

2020

Conference Proposal Reviewer

Association for Educational and Communications Technology: Summer Research Symposium

2020

Conference Proposal Reviewer

Association for Educational and Communications Technology: Design and Development, Distance Learning, & Design and Development Showcase

 

2020

Conference Proposal Reviewer

Immersive Learning Research Network

2019-2020

Chair Member of the

Immersive Learning Research Network’s Inclusion, Diversity, Equity, Access and Social justice house

2019-2020

Social Media Contributor

AECT Graduate Student Association

2019

Contributed to

AECT Summer Research Panel

2019

Facilitated

AECT Intern Program Panel

2019

Conference Proposal Reviewer

Association for Educational and Communications Technology: Design and Development & Systems Thinking and Change

2018

Reviewer

Designers for Learning Modules Evaluation

2018

Reviewer

Journal of Educational Computing Research

2018

Speaker

University of Cincinnati (CECH) Power Friday

2018

Conference Proposal Reviewer

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

Service to the University

2020

Moderator

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

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