PAST PROJECTS

Playing with Expectations

 

Never one to turn down an opportunity, I’ve funneled my research into product development, policy, and even a trip to the White House. If you have any questions or want to chat about what you see, please get in touch!

As the Games Product Owner at Amplify Education, I developed the strategy, educational pedagogy, and game mechanics behind their game-based curriculum. I managed strategy and execution of a games portfolio by advising leading commercial designers and firms. I also started a rigorous play-testing department, and fused student feedback into production. In the video above, you can learn more about the project's vision and my thoughts on games and learning.
Project |01

 

As the Games Product Owner at Amplify Education, I developed the strategy, educational pedagogy, and game mechanics behind their game-based curriculum. I managed strategy and execution of a games portfolio by advising leading commercial designers and firms. I also started a rigorous play-testing department, and fused student feedback into production. In the video above, you can learn more about the project's vision and my thoughts on games and learning.
Project |01

 

Educational Game Designer

I founded a conference for high school women in technology – aiming to create a social community for high school women interested in STEM and to inspire young women despite obstacles they may face. Building on self-determination theory, we designed the conference to promote attendees feelings of social connection and empowerment, thereby increasing their determination. The inaugural event was keynoted by Mindy Kaling and was sponsored by Google, Facebook, Vimeo, and more. I am now growing the initiative with the NYC Department of Education’s support.
Project |02

 

Code Like A Girl

Just a sample of my work. To see more or discuss possible work >>
Project |04

 

At 16, after thinking of a new way to encourage online collaboration, I reached out to New York Times Bestselling author, Meg Cabot, and Harper Collins, her publishing company and convinced them to let me create the Meg Cabot Book Club. The initiative’s success prompted Harper Collins and other publishers to redesign their approach to digital marketing and improved the authors’ sales.
Redefining Reader-Author Interaction
Assessing Self-Presentation through Data Science
Project |03

 

While a Thouron Fellow at the Oxford Internet Institute, my work in big data and data science won O’Reilly Publishing’s “best paper.” For the project, I developed a Python scraper to analyze how online self-presentation strategies differ across the US and explored how a city's political climate influences how and when its citizens turn to online services.
Building Children's Online Resilience
Project |05

 

​With support from Virgin Media and The Parent Zone, as a Policy Researcher, I analyzed how parents, schools, and regulators can support teenage self-regulation and the impacts that this skill has on ICT outcomes. The final report, pictured above, demonstrates the importance we hope this work will have in internet policy circles.
Supporting Intergenerational Understanding through Games
Project |06

 

For AARP and the National STEM Video Game Challenge, I designed an intergenerational competition to encourage grandparents and children to work together to create video games. In its inaugural year, I designed a physical curriculum for intergenerational audiences, coordinated 8 high-profile museums in hosting design workshops, and measured its impact unto families' communication and older adults’ technical skills. The project’s success was covered in The Washington Post.

© 2017 by Allison Mishkin. 
 

Contact

AFineMishkin <at> gmail.com

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