Allison Fine Mishkin
The Policy and Practice of Play
I'm a joint PhD/MBA student passionate about using technology to help the world work smarter. I've been fortunate to work for a range of institutions from Google to Sesame Workshop to Brown University, helping each design multidisciplinary solutions that scale their impacts. I bring my design, strategy, and entrepreneurial spirit everywhere I go.
RESUME
When you enjoy what you do, work becomes play
Professional
info
SESAME WORKSHOP
Research and Program Manager 2013-2016
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Grew participation in the National STEM Video Game Challenge by 20% and increased gender parity by 10% by obtaining multi-year funding commitments, designing curriculum for game design learning opportunities, and managing a research team at 20 sites across the country. Invited guest at White House Science Fair
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Spearheaded new AARP-funded Design Challenge, which increased older adult’s technology literacy and improved family communication; Project’s success covered in Washington Post
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Designed mixed-methods research studies to evaluate efficacy of student workshops in supporting teenagers’ development and creating interest in STEM careers. Used results to drive curricular decision making and secure renewed funding
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Principal scientist responsible for data analysis and write-up. Invited speaker at NAEA 2016 and the SSHRC-funded Kids DIY Media Workshop at University of Toronto
BIT BY BIT (CODE LIKE A GIRL)
Founder and Program Lead 2015-Present
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Founded conference for high school girls in technology with support from the New York City Department of Education
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Secured sponsorship from Facebook, Microsoft, Parsons, Venmo, and more, to offer scholarships for all attendees. Coordinated team of 100 volunteers and mentors to offer individualized support for all students
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Managed program design, reviewed submissions, and coordinated logistics, by organizing team meetings of educator and industry stakeholders and managing a team of 6 high school girls from across the city
BRAINPOP
Data Analyst 2014-2016
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Developed quantitative methodology that became new standard for assessing impact. Grew team from 1 to 5 to manage new processes. Synthesized stakeholders’ requirements to create data-driven sales and product-adoption reports
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Redeveloped BrainPOP’s games to collect and analyze interaction data to identify student engagement and learning
AMPLIFY, NEWS CORP
Games Product Owner 2011-2013
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Designated as games spokesperson to speak in product videos, shareholder events, and present to News Corp CEO
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Selected and managed vision for 5 commercial game companies through development of English-Language Arts games; Responsible for $50 million budget to grow games portfolio from 0 - 9 games, 3 of which won game awards
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Created and expanded bi-weekly student playtesting into separate user research department as Associate Project Manager in 2012
MEG CABOT BOOK CLUB
Founder and Project Lead 2005-2008
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With author, designed and built online book club, increasing her sales. Launched marketing trend as other Harper Collins’ authors adapted websites to our model
Work
experience
UNIVERSITY OF OXFORD
Doctor of Philosophy (DPhil), Internet Studies 2018
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Dissertation: Empowering Teenage Technology Use
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Oxford Internet Institute Scholarship: Awarded sole departmental scholarship for doctoral coursework
Master of Science (MSc), Social Science of the Internet 2014
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Oxford Graduate Scholar: Selected 1 of 20 Oxford students of top academic and leadership skills; Endowed as Google’s scholar
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Thouron Fellow; O’Reilly Prize (Publisher’s award for best data science paper); Founder, Citizen Science Working Group
YALE SCHOOL OF MANAGEMENT
Master of Business Administration (MBA) 2018
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Awarded Laura Walker Merit Scholarship, Forté Fellow
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Non-Profit Board Fellow; First-Year Leader, Design and Innovation Club; Leader, Jewish Students Association
UNIVERSITY OF PENNSYLVANIA
Bachelor of Arts (BA), Individualized major: Computer Science and Society 2011
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Designed an interdisciplinary major across Engineering and the College of Arts and Sciences that combined traditional computer science study with an examination of how technology impacts policy and human behavior. After my major, the University established two new degree programs modeled off of the gaps I identified.
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Honors: Phi Beta Kappa, University Scholar, Magna Cum Laude, Departmental Honors, Graduation Flag Bearer, Dean’s List 2009-2011
Education
Policy Fellow 2013
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1 of 3 undergraduates accepted into Google’s graduate research fellowship given to 17 students annually
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Analyzed how telecommunications privatization shaped the modern Latin American mobile market and wrote a white paper; Report used by Google and the Technology Policy Institute to advance the public discourse on broadband distribution
BROWN UNIVERSITY COMPUTER SCIENCE DEPARTMENT
Researcher and Program Advisor 2016-Present
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Design mixed-methods research program to evaluate efficacy of Brown’s summer computer science programs in impacting student attitudes towards and skills in technology. Using data to redesign curriculum and advocate for doubling program’s budge
OXFORD INTERNET INSTITUTE
Research Assistant 2013–2015
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Research assistant for Dr. Andy Przybylski on three projects that examined how new media influences childhood aggression, gender perceptions, and self-regulation
Policy Research Assistant 2013–2014
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Created survey and white paper for Virgin Media on how political and school interventions influence teenage ICT use
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For bwin, examined how the games industry verifies users’ identities and identified best practices other industries could apply
QUIRKY
Technology Consultant 2011
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Redesigned Quirky’s online product-development process to encourage collaboration, recruit new members, and increase the community’s combined effectiveness and simplify product-creation
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Evaluated web technologies and algorithms to analyze reliable and popular ways to create social communities and ranking systems, supporting Quirky’s redesign
UNIVERSITY OF PENNSYLVANIA
University Scholars: Research Society 2009–2011
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Social Networks and Online Shopping: Assessed how various e-commerce websites attempt to turn e-shopping into a social experience. Identified tools that augment user engagement, engender trust, and enable organic browsing experiences
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Developing Trust in Online Interactions: Received University Scholars grant to research why users trust certain websites and online interactions. Conducted user tests on online trust and contrasted these with sociological analyses of “offline” trust
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Middle School Girls and Computer Use: Examined how middle school girls use computers and ways to interest them in computer science. Tested hypotheses at outreach events. Findings were adapted into Penn’s community outreach and curricular design, increasing department’s retention and outreach’s efficacy
Consulting
Projects
Skills
Policy Analysis
Game Design
Human-Centered Research
Data Science
Extensive coursework in Research Methods: modules on big data analysis, interviewing, survey design, advanced qualitative research, design analysis
Languages: SQL, Python, R, Unix, SPSS, Stata
Other Interests
Musical theatre
Lego building
Children's Rights
Technology Policy
World War 2 history
SELECTED PUBLICATIONS
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Przybylski A. and Mishkin A. (2015). Examining How the Quantity and Quality of Electronic Gaming Relates to Adolescents' Academic Engagement and Psychosocial Adjustment. Psychology of Popular Media Culture.
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Mishkin A., Jordan-Cooley, W, and Miklasz, K. (2015) Understanding Conceptual Engagement and Accuracy in an Assessment Game. Poster presented at the Games+Learning+Society Conference, Madison, WI.
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Mishkin, A (2015) Game Design in Museums and Libraries: A Critical Evaluation. New York, NY: Sesame Workshop.
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Przybylski A.K., Mishkin, A.F., Shotbolt, V., and Linington, S. (2014) A Shared Responsibility: Building Children's Online Resilience. Digital Families Conference, London, UK. October 2014.
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Nash, V., O'Connell, R., Zevenbergen, B., and Mishkin, A. (2014) Effective age verification techniques: Lessons to be learnt from the online gambling industry. Final Report.
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Mishkin, A. (2011). A tale of two readers. Peregrine, 4, 175-182.
SELECTED PRESS
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Germain, W (Producer). (2016, June). It Ain’t Rocket Science [Television broadcast]. New York, NY: NY1.
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Kievlan, P (Producer). (2015, November 18). Learning with Games [Television broadcast]. Pittsburgh, PA: PBS.
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Siddiqui, F. (2015, Jun 28). Video game design workshop helps bridge generational gaps. Washington Post.
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Slaughter, L. (2015, May 15). Catching Up With Techno Grandparents and Grandkids. AARP Magazine.
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Cookson, C. (2015, Apr 10). Psychology: does gaming really cause bad behaviour?. Financial Times.
Selected
Writing