14 . Sharma, R. (2025). Engagement, Fun, and Learning: Mathematical Play for Early Numeracy. Vretta Buzz. [Blog] https://www.vretta.com/buzz/mathematical-play/
13 . Sharma, R. (2025). A Theoretical Framework for Designing Digital Assessments. Vretta Buzz. [Blog] https://www.vretta.com/buzz/theoretical-framework/
12 . Sharma, R. (2025). Theory-Driven Digital Learning Environments (DLEs) for Mathematics. Vretta Buzz. [Blog] https://www.vretta.com/buzz/theory-driven-digital-learning/
11 . Sharma, R. & Dubé., A. (2025). More Than a High Score: What Research Says About Learning Through Games. Learning Designers Community. [Blog] https://www.linkedin.com/pulse/more-than-high-score-what-research-says-learning-through-eairc
10 . Sharma, R. et al. (2025). Celebrating Academia-Industry Collaborations in EdTech: Case Studies 2025. International Center for EdTech Impact. [Feature] https://www.foreduimpact.org/reports/academia-industry-case-studies
9 . Farber, M., Sharma, R., & Xu, C. (2022). Boosting Student Interest in History Through Video Games. Edutopia. [Feature] https://www.edutopia.org/article/boosting-student-interest-history-video-games
8 . Sharma, R., & Xu, C. (2022). Not just a game: education through Ubisoft. Faculty of Education, McGill University. [Interview] https://www.mcgill.ca/education/channels/news/not-just-game-education-through-ubisoft-336594
7 . Sharma, R., Xu, C., & Hew, N. (2022). Thanks to them, your next Assassin’s Creed mission is … learning history? [Interview] **https://www.studyinternational.com/news/assassins-creed-discovery-tour/
6 . Sharma, R., & Maloney, Z. (2020). How video games can help students learn mathematics and more (No. 8) [Podcast]. https://thegamekid.podbean.com/e/robin-sharma-how-video-games-can-help-students-learn-mathematics-and-more/
5 . Farber, M., Sharma, R., et al. (2020). Gaming SEL Games as transformational to social and emotional learning [Interview for Book]. https://www.peterlang.com/document/1111682
4 . Sharma, R. (2019). Mathematics and the Sustainable Development Goals: Interdisciplinary learning through a digital game. In Sury, B. et al. (Eds.), In Blackboard, the Bulletin of MTA (I), Issue 2. Mathematics Teachers’ Association, Mumbai, India. https://www.mtai.org.in/wp-content/uploads/2019/11/blackboard2.pdf
3 . Sharma, R. (2019). Arm Me With Games Recommendations. Literary Safari Inc. [Feature] https://www.literarysafari.com/armmewithgames
2 . Sharma, R., & Bhalla, M. (2019). Florence: Perspectives and Patterns [Medium.com]. MGIEP Games For Learning. [Blog] https://medium.com/unesco-mgiep-games-for-learning/florence-perspectives-patterns-793da87a2481
1 . Sharma, R., & Bhalla, M. (2019). Bury Me My Love: A Game-Based Course on Identity in Crisis [Medium.com]. MGIEP Games For Learning. [Blog] https://medium.com/unesco-mgiep-games-for-learning/bury-me-my-love-a-game-based-course-on-identity-in-crisis-4f275b624107
(2026). Blog Manager. Learning Designers Community.
(2025). Reviewer. International Society of the Learning Sciences (ISLS).
(2024). Reviewer. ACM Conference on Human Factors in Computing Systems. Association for Computing Machinery (ACM).
(2023 - 25). VP Academic. ECP International Students’ Group. McGill University.