10 . Sharma, R. et al. (2025). Celebrating Academia-Industry Collaborations in EdTech: Case Studies 2025. International Center for EdTech Impact. 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. 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 https://edtech.education.mcgill.ca/examining-teachers-user-experience-with-curriculum-guides-for-game-based-learning/
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. https://www.literarysafari.com/armmewithgames
2 . Sharma, R., & Bhalla, M. (2019). Florence: Perspectives and Patterns [Medium.com]. MGIEP Games For Learning. 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. https://medium.com/unesco-mgiep-games-for-learning/bury-me-my-love-a-game-based-course-on-identity-in-crisis-4f275b624107
(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.
(2021 - 22). VP Communications. Education Graduate Students’ Society (EGSS). McGill University.
(2021 - 22). Gamechanger. Digital Games for Peace Challenge by UNAOC, UNOCT, and UNESCO.
(2021). Mentor - Games for Learning. Project 21. Friedrich-Ebert-Sfiftung.
(2015 - 2017). Math Teacher and Centre Coordinator. Bhumi (Non-Govt. Organization)