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Sarah Chu
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Fair Play: A videogame designed to address implicit race bias through active perspective taking
B Gutierrez, A Kaatz, S Chu, D Ramirez, C Samson-Samuel, M Carnes
Games for Health Journal 3 (6), 371-378, 2014
672014
Ding! World of Warcraft: Well played, well researched
C Martin, S Chu, D Johnson, A Ochsner, C Williams, C Steinkuehler
Well Played 3.0: Video Games, Value and Meaning, 253-272, 2011
102011
Multimodal meaning-making for young children: Partnerships through blogging
MJ Binder, R Sorin, J Nolan, S Chu
Understanding Digital Technologies and Young Children: An international …, 2015
6*2015
Soft modding in two out-of-school virtual-worlds based programs
E King, E Alagoz, C Martin, S Chu, B Zhang, Y Oh, C Steinkuehler
International Journal of Learning and Media 2 (4), 2011
52011
Design of the VULab: A quantitative and qualitative tool for analyzing use of on-line health information resources
A Kushniruk, R Owston, F Ho, K Pitts, H Wideman, C Brown, S Chu
Proceedings of Information Technology and Communication in Healthcare (ITCH), 2007
52007
Identifying protoform practices: Leadership
C Steinkuehler, EM King, S Chu, E Alagoz, A Bakar, D Simkins, Y Oh, ...
International Journal of Learning and Media 1 (2), 2009
42009
Mixed methods to study games and learning
C Steinkuehler, E King, C Martin, Y Oh, S Chu, C Williams, A Ochsner, ...
Proceedings of the 7th Annual Games+Learning+Society (GLS) Conference, 223-229, 2011
22011
Designing games for non-gamers: Adopting rapid prototyping as a design methodology
D Paiz-Ramirez, S Chu, A Salmon, B Gutierrez
User Experience 10 (4), 11-13, 2011
2*2011
The virtual usability laboratory: Its application in the evaluation and analysis of use of web-based health information resources and simulations
A Kushniruk, R Owston, F Ho, K Pitts, H Wideman, C Brown, S Chu
AMIA Annual Symposium Proceedings 2006, 993, 2006
22006
Qualitative methods for studying learning through gameplay at museums and science centers
S Chu, J Yip, J Haas, C Roman
Gordon Research Conference on Visualization in Science & Education, 2013
12013
Using a designed, online games based affinity space as a quasi-natural ethnographic context and experiment lab
C Steinkuehler, E King, E Alagoz, Y Oh, S Chu, B Zhang, A Bakar, ...
Proceedings of the 9th International Conference of the Learning Sciences …, 2010
12010
From Roots to Seeds: Authentic Indigenous Museum Education
W Ng, J Ayayqwayaksheelth, S Chu
Journal of Museum Education 47 (1), 18-31, 2022
2022
Interpreting objects through digital games: The ROM Game Jam
R Ostman, S Chu, M Mader
Exhibition 37 (1), 40-51, 2018
2018
Gaming in museums: How to level up your museum’s public engagement
R Ostman, S Chu
Museums and the Web, 2018
2018
Iterative design and implicit bias: What we learned from making Fair Play
D Ramirez, B Gutierrez, S Chu, C Samson-Samuel, A Salmon, K Squire, ...
Proceedings of the 1st CUNY Games Festival, 27-28, 2014
2014
Pathfinder: Developing prototypes towards an engaging game to reduce implicit bias
D Ramirez, S Chu, C Samson-Samuel, B Gutierrez, M Carnes
Proceedings of the 8th Annual Games+Learning+Society (GLS) Conference, 431-437, 2012
2012
Interview with Harmonix
K Squire, S Chu
Games, Learning, and Society: Learning and Meaning in the Digital Age, 108-115, 2012
2012
Keep it simple. At first. Designing game-based tools for youth
C Steinkuehler, S Chu
User Experience 10 (1), 28-30, 2011
2011
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Articles 1–18