Anthony Fontana

Anthony Fontana is a Learning Technologies Consultant and an Instructor of Art at Bowling Green State University in Ohio. Anthony’s pedagogical research involves the importance of divergent methodologies in the classroom, such as “play”, integrative teaching strategies, and educational technology applications that optimize learning outcomes by providing channels of content transfer most familiar to the student; something he calls “The Multichronic Classroom“. This work focuses on the use of immersive learning environments such as Second Life, social networks such as Facebook, and the way in which students stay engaged, socially motivated, and productive.  Anthony is the author of the graphic novel THE DOGS. As an artist, he has exhibited work throughout the Midwest and in online and virtual world spaces. His current work focuses on expressing internet memes through a variety of mediums, such as drawing, print, and sculpture

Sarah Smith-Robbins

Sarah “Intellagirl” Smith-Robbins is the Director of Emerging Technologies at Kelley Executive Partners as well as a member of the Marketing faculty at the Kelley School of Business. She is also a PhD candidate in Rhetoric at Ball State University. Her research focuses on communication practices in social media, virtual worlds and video games. Sarah spends her days designing games, ranting about social technologies in education and business, and fighting the misperceptions about the ways social technologies are changing our lives. In addition to being a pink-haired mother of triplets, Sarah is also a writer and an instigator of various acts of geeky creativity. Find out more about Sarah at www.intellagirl.com.

Jonathon Richter

Jonathon Richter, Ed.D. is a Research Associate at the University of Oregon and Director of the Center for Learning in Virtual Environments at the University of Oregon. With research interests in the educational use of virtual worlds, electronic assessment and digital storytelling, Dr. Richter is currently Co-Principal Investigator on two National Science Foundation grants – one to integrate computer science and game development into virtual environments at Lane Community College in Oregon and the other investigating dimensions of globally distributed teams’ use of virtual worlds to collaborate and innovate for work-related purposes. He is the co-founder and current chair of the American Educational Research Association’s special interest group on virtual worlds named the Applied Research in Virtual Environments for Learning (ARVEL)