The College of Saint Rose - English
Education Innovator, Author, Speaker and Consultant
David
Seelow
Albany, New York
I have over twenty-five years experience in the higher education classroom and nearly 15 years experience in the online educational environment working with a wide variety of interdisciplinary courses and programs. In addition to course and program development, I have expertise in curriculum design, and instructional design /technology for classroom, online and blended learning environments. I possess four permanent New York licenses (English, Social Studies, School Supervision and School District Administration). Current work focuses on consulting regarding program development, game-based learning projects, innovative course design and multimodal literacy. I founded and obtained over a million dollars funding for a multi award winning, media rich Online Writing Lab. My expertise includes grant writing, community programs, distance education, game and simulation-based learning, creative assessments, multi-modal literacy, comics and graphic novels, transformative pedagogy, educational innovation, technology rich learning/training, gamification, cultural studies, modern literature and postmodern thought.
Consulting Services for:
>Online Program/Course Development
>Game-based learning courses, training, and professional development
>RFP design and evaluation
>Project-based Assessments
>Comics and Graphic Novels for Early and Advanced Literacy
>After school and community based literacy programs
>Mentoring
>Employee Engagement
>Motivation, Persistence, Retention and Success for Employees and Students
Doctor of Philosophy (Ph.D.)
Comparative Studies
Studied with Jan Kott, Thomas Flanagan, Jack Ludwig, Hugh J. Silverman, Elizabeth Ann Kaplan, Edward Casey and others. Dissertation supervisor: Hugh J. Silverman.
Master of Arts (M.A.)
ENGLISH
Studied with Edward W. Said, Paul Bove, Herbert Gans, Quentin Anderson and others.
SEQUART
SEQUART
Oxford Encyclopedia of Literature
SEQUART
Oxford Encyclopedia of Literature
McFarland Books
Imagine a classroom where students put away their smart phones and enthusiastically participate in learning activities that unleash creativity and refine critical thinking. Students today live and learn in a transmedia environment that demands multi-modal writing skills and multiple literacies. This collection brings together 17 new essays on using comics and graphic novels to provide both a learning framework and hands-on strategies that transform students’ learning experiences through literary forms they respond to.
SEQUART
Oxford Encyclopedia of Literature
McFarland Books
Imagine a classroom where students put away their smart phones and enthusiastically participate in learning activities that unleash creativity and refine critical thinking. Students today live and learn in a transmedia environment that demands multi-modal writing skills and multiple literacies. This collection brings together 17 new essays on using comics and graphic novels to provide both a learning framework and hands-on strategies that transform students’ learning experiences through literary forms they respond to.
International Journal on Innovations in Online Education
In 2014, the author collaborated with game designer Lee Sheldon to create a fully online Alternate Reality Game based course called Secrets: A Cyberculture Mystery Game. The process for designing a game-based course, distinctions between game design and instructional design, the role of the professor, the value of nonplaying characters in a live course, and "Experience Points" as an alternative to traditional grading are discussed. The author shares lessons learned from the design and teaching the course, as well as the enthusiastic reviews of adult online students. Further, he describes the purpose and necessity of innovation and game-based learning's innovative potential in the online learning world.
SEQUART
Oxford Encyclopedia of Literature
McFarland Books
Imagine a classroom where students put away their smart phones and enthusiastically participate in learning activities that unleash creativity and refine critical thinking. Students today live and learn in a transmedia environment that demands multi-modal writing skills and multiple literacies. This collection brings together 17 new essays on using comics and graphic novels to provide both a learning framework and hands-on strategies that transform students’ learning experiences through literary forms they respond to.
International Journal on Innovations in Online Education
In 2014, the author collaborated with game designer Lee Sheldon to create a fully online Alternate Reality Game based course called Secrets: A Cyberculture Mystery Game. The process for designing a game-based course, distinctions between game design and instructional design, the role of the professor, the value of nonplaying characters in a live course, and "Experience Points" as an alternative to traditional grading are discussed. The author shares lessons learned from the design and teaching the course, as well as the enthusiastic reviews of adult online students. Further, he describes the purpose and necessity of innovation and game-based learning's innovative potential in the online learning world.
SAGE Publications
An overview of Reich's contributions and innovations in psychotherapy including character analysis, social dimensions of therapy and his late speculations on orgone therapy.
SEQUART
Oxford Encyclopedia of Literature
McFarland Books
Imagine a classroom where students put away their smart phones and enthusiastically participate in learning activities that unleash creativity and refine critical thinking. Students today live and learn in a transmedia environment that demands multi-modal writing skills and multiple literacies. This collection brings together 17 new essays on using comics and graphic novels to provide both a learning framework and hands-on strategies that transform students’ learning experiences through literary forms they respond to.
International Journal on Innovations in Online Education
In 2014, the author collaborated with game designer Lee Sheldon to create a fully online Alternate Reality Game based course called Secrets: A Cyberculture Mystery Game. The process for designing a game-based course, distinctions between game design and instructional design, the role of the professor, the value of nonplaying characters in a live course, and "Experience Points" as an alternative to traditional grading are discussed. The author shares lessons learned from the design and teaching the course, as well as the enthusiastic reviews of adult online students. Further, he describes the purpose and necessity of innovation and game-based learning's innovative potential in the online learning world.
SAGE Publications
An overview of Reich's contributions and innovations in psychotherapy including character analysis, social dimensions of therapy and his late speculations on orgone therapy.
Journal of Applied Testing Technology
Game and Simulation-Based Assessments have emerged as a disruptive challenge to traditional assessment. This introduction outlines the nature, purpose and practice of game-based assessments in the context of 21st century learning and technology. It provides a critique of traditional assessment methods and proposes practical alternatives with a theoretical justification for their implementation.
SEQUART
Oxford Encyclopedia of Literature
McFarland Books
Imagine a classroom where students put away their smart phones and enthusiastically participate in learning activities that unleash creativity and refine critical thinking. Students today live and learn in a transmedia environment that demands multi-modal writing skills and multiple literacies. This collection brings together 17 new essays on using comics and graphic novels to provide both a learning framework and hands-on strategies that transform students’ learning experiences through literary forms they respond to.
International Journal on Innovations in Online Education
In 2014, the author collaborated with game designer Lee Sheldon to create a fully online Alternate Reality Game based course called Secrets: A Cyberculture Mystery Game. The process for designing a game-based course, distinctions between game design and instructional design, the role of the professor, the value of nonplaying characters in a live course, and "Experience Points" as an alternative to traditional grading are discussed. The author shares lessons learned from the design and teaching the course, as well as the enthusiastic reviews of adult online students. Further, he describes the purpose and necessity of innovation and game-based learning's innovative potential in the online learning world.
SAGE Publications
An overview of Reich's contributions and innovations in psychotherapy including character analysis, social dimensions of therapy and his late speculations on orgone therapy.
Journal of Applied Testing Technology
Game and Simulation-Based Assessments have emerged as a disruptive challenge to traditional assessment. This introduction outlines the nature, purpose and practice of game-based assessments in the context of 21st century learning and technology. It provides a critique of traditional assessment methods and proposes practical alternatives with a theoretical justification for their implementation.
Palgrave Macmillan
A close reading of three foundational thinkers on the border of the modern/postmodern divide. Focus on the construction of sexuality as a defining feature of modern identity formation.