Richard Arum is an expert on the legal and institutional environments of schools, social stratification and digital education. His work focuses on student work habits, teaching and curriculum, and the development of critical thinking skills.
David Theo Goldberg’s expertise includes political theory, race and racism, ethics, law and society, critical theory, cultural studies and digital humanities. He is executive director of the Digital Media and Learning Hub.
Mizuko (Mimi) Ito is a cultural anthropologist, studying youth new media practices in the U.S. and Japan. She led the MacArthur Foundation Connected Learning Research Network and Digital Media and Learning Hub, and is co-founder of the nonprofit, Connected Camps.
Katie Salen is a designer working at the intersections of youth, online play, and learning. Her research focuses on various aspects of social-emotional learning in online game communities, including conflict resolution, peer mediation, collaboration, and problem-solving.
Kurt Squire is an expert on learning with technology. He has directed several game-based learning projects, ranging from ARIS, a tool for place-based mobile app development, to ProgenitorX, a game about saving the world from zombies through stem cell technology.
Constance Steinkuehler’s expertise is on cognition and learning in multiplayer online games and esports. Her research interests include games and literacy, science reasoning, collaboration and competition, and social and emotional well-being.
June Ahn co-designs technology with community partners for diverse learning contexts. He has engaged in research-practice partnerships around emerging technologies including social media, alternate reality games, and data visualization platforms.
Kylie Peppler engages in research that focuses on the intersection of arts, making, and interest-driven learning. She was an advisor to the Connected Learning Research Network and a member of the 2016 and 2017 National Educational Technology Plan Committee. Kylie specializes in the design of new technologies to support learning and participation within traditionally minoritized populations.
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