Suzanne de Castell, PhD | Researcher

Suzanne de Castell, PhD

Suzanne de Castell, PhD
Researcher, EILAB

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Researcher Summary

Dr. Suzanne de Castell is Professor, Faculty of EducationUniversity of Ontario Institute of Technology (UOIT). Previously, she was Professor of Curriculum and Instruction at the Faculty of Education, Simon Fraser University (SFU) in Burnaby, British Columbia. She served as associate dean and interim dean of the faculty at SFU from 2007 to 2009.

Dr. de Castell’s work spans literacy, technology, gender, educational game theory, research, design and development, and multimodal analysis of communicative interaction. She has an extensive list of books, textbooks, articles and chapters published in these areas. In 2000, she was the recipient of the Wired Woman Pioneer in Technology and New Media Award, Women in the Spotlight, and BC Research Partnership Award. In 2004 she was awarded the YWCA Women of Distinction Award for Education: Learning for Life. Her current research involves a 5-year SSHRC-funded study of the evidential bases for claims about learning gains resulting from digital game-play.

Dr. de Castell received her Bachelor of Arts degree (Hons.) in Literature and Philosophy from Sir George Williams University (now Concordia University) in Montreal, Quebec. She received a Master of Arts in Philosophy of Education with distinction from the Institute of Education at the University of London in England in 1971 and her PhD in Philosophy from Senate House at the University of London in 1980.

Select Publications

1. de Castell, S., Larios, H., & Jenson, J., (2016). The Role of Video Game Experience in Spatial Learning and Memory.Journal of Gaming and Virtual Worlds (in press)
2. Jenson, J., de Castell, S., Muehrer, R. & McLaughlin-Jenkins, E. (2016) Playing and learning: An iPad game development and implementation case study. Canadian journal of learning & technology.Vol.42 #3. Pp.1-19
3. Jenson, J., de Castell, S., Thumlert, K. & Muehrer, R. (2016). Assessing Epidemic: Learning about contagious disease through a playful digital environment. Digital culture and education, 8(1) 2016, ISSN 1836-8301
4. de Castell, S., Jenson, J., & Larios, H. (2015). Gaming Experience and Spatial Learning in a Virtual Morris Water Maze. Journal of Virtual Worlds Research, 8 (1), 1-20. https://journals.tdl.org/jvwr/index.php/jvwr/issue/view/365
5. de Castell, S., Jenson, J. & Thumlert, K. (2014). From Simulation to Imitation: Controllers, Corporeality, and Mimetic Play. Simulation and Gaming, 45(3), 322-355.
6. de Castell, S., Droumeva, M. & Jenson, J. (2014). Building as interface: Sustainable educational ecologies. MedienPädagogikVol. 24, Berlin, Germany.
7. de Castell, S., Taylor, N., Jenson, J., & Thumlert, K. (2014). Re-Thinking foundations: Theoretical and methodological challenges (and opportunities) in virtual worlds research. Journal of Gaming and Virtual Worlds, 6(1). DOI: 10.1386/jgvw.6.1.3_1
8. Thumlert, K., de Castell, S. & Jenson, J. (2014). Short Cuts and Extended Techniques: Re-thinking relations between technology and educational theory. Educational Philosophy & Theory. DOI:10.1080/00131857.2014.901163
9. Taylor, N., de Castell, S. & Jenson, J. (in press). Management Im(mat)erial: Negotiating leadership in virtual worlds. Social Interactions in the Virtual Worlds, Kiran Lakkaraju, Gita Sukthankar, and Rolf Wigand (Eds.)
Cambridge: Cambridge University Press.