Learning Futures & Innovation

Q&A with Jennifer Groff
Groff, J. (2018/June). American Educational Research Association (AERA), Educational Change SIG, Lead the Change Series, 83.

Personalized learning: The state of the field & future directions
Groff, J. (2017). Center for Curriculum Redesign whitepaper.

Technology-Rich Innovative Learning Environments
Groff, J. (2014). OECD Working Paper.

Dynamic Systems Modeling in Educational System Design & Policy
Groff, J. (2013). Journal of New Approaches in Educational Research, 2(2), 72-81.

The Nature of Learning – Practitioner’s Guide
Dumont, H., Istance, D., Benavides, F., & Groff, J. (2012).

Collaborations in Mind, Brain, and Education: An analysis of researcher-practitioner partnerships in three elementary school intervention studies
Martin, R. & Groff, J. (Sept. 2011). International Mind, Brain & Education Journal, 5(3), 115-120.

Social Innovation in Education
Dykes, G., Groff, J., Renfrew-Knight, H., & Sutch, D. (2010).

Transforming the Systems of Public Education
Groff, J. (2009). Nellie Mae Education Foundation.

A Framework for Addressing Challenges to Classroom Technology Use
Groff, J. & Mouza, C. (2008). Association for the Advancement of Computing in Education (AACE) Journal, 16(1), 21-46.

Learning Theory

Expanding Our ‘Frames’ of Mind for Education and the Arts
Groff, J. (2013). Harvard Education Review, 83(1), 15-39. [invited]

The conflicted brain: The Impact of modern technologies on our cognition & how arts education can be the keystone to whole-mindedness
Groff, J. (2010). In E. Clapp (ed.), 20UNDER40: Reinvent- ing the Arts and Arts Education for the 21st Century. Author House.

Using Technology to Explore Social Networks and Mechanisms Underlying Peer Effects in Classrooms
Guryan, J., Klopfer, E., Jacob, B., & Groff, J. (2008). Develop. Psychology, 44(2), 355-64.

Game-based Learning & Assessment

The potentials of game-based environments for integrated, immersive learning data
Groff, J. (2018). European Journal of Education, 53,188–201.

Using games in the classroom
Groff, J., McCall, J., Darvasi, P., & Gilbert, Z. (2016). In Schoenfield, K. (Ed.) Learning, Education and Games Vol. 2: Bringing Games into Educational Contexts. ETC Press.

Better Learning in Games: A Balanced Design Lens for a New Generation of Learning Games.
Groff, J., Clarke-Midura, J., Owen, V.E., Rosenheck, L., & Beall, M. (2015). Cambridge, MA: MIT Education Arcade and Learning Games Network.

Console game-based pedagogy: A study of primary and secondary classroom learning through console video games
Groff, J., Howells, C., & Cranmer, S. (2012). International Journal of Game-Based Learning, 2(2), 35-54.

The Impact of Games in the Classroom: Evidence From Schools in Scotland
Groff, J., Howells, C., & Cranmer, S. (2010). Futurelab: Bristol, UK.

Leveraging digital games for moral development in education: A practitioner’s reflection
Fitzgerald, R. & Groff, J. (2010). In K. Schrier & D. Gibson (Eds.), Designing Games for Ethics: Models, Tech- niques and Frameworks, 234-251. IGI Global: Harrisburg, PA.

Using the Technology of Today, in the Classroom Today: The Instructional Power of Digital Gaming and Social Networking and How Teachers Can Leverage It
Klopfer, E., Osterweil, S., Groff, J., & Haas, J. (2009). Cambridge, MA: MIT Education Arcade.

Web 2.0: Today’s Technology, Tomorrow’s Learning
Groff, J. & Haas, J. (2008). Learning & Leading with Technology, September/October 2008.