15 peer reviewed publications

Articles

7 . Sharma, R., Tan, C., Gomez, D., Xu, C., & Dubé, A. K. (under review). Impact of Teachers’ Game-based Knowledge (TPACK-G) on their User Experience of a Digital Curriculum Guide. Education and Information Technologies.

6 . Sharma, R., & Dubé, A. K. (under review). A systematic review of intervention approaches and learning theories for building geometrical understanding of adolescents. Educational Research Review.

5 . Sharma, R., Tan, C., Gomez, D., Xu, C., & Dubé, A. K. (2025). Guiding teachers’ game-based learning: How user experience of a digital curriculum guide impacts teachers’ self-efficacy and acceptance of educational games. Teaching and Teacher Education, 155, 104915. https://doi.org/10.1016/j.tate.2024.104915

4 . Huang, X., Ruiz-Segura, A., Chengyi, T., Wang, T., Sharma, R., & Lajoie, S. (2023). Social Presence in Technology-Rich Learning Environments: How Real We are Feeling Connected and How Does It Matter for Learning? Information and Learning Science. Emerald Publishing. https://doi.org/10.1108/ILS-04-2023-0034

3 . Mukund, V., Sharma, M., Srivastva, A., Sharma, R., Farber, M., & Singh, N. C. (2022). Effects of a digital game-based course in building adolescents’ knowledge and social-emotional competencies. Games For Health. https://doi.org/10.1089/g4h.2021.0138

2 . Sharma, R., & Dubé, A. (2021). Towards the use of commercial games as educational tools. The Blue DOT, 13, 11–14. https://unesdoc.unesco.org/ark:/48223/pf0000375559.locale=en

1 . Singh, N., Pathak, A., Sharma, R., Saini, A., Kumar, D., Srivastava, A., & Mukund, V. (2020). Game based courses—Exploring new paradigms in game based learning. The Blue DOT, TECH 2019 Special Issue, 36–39. https://unesdoc.unesco.org/ark:/48223/pf0000373711.locale=en

Book Chapters and Reports

5 . Xu, C., Sharma, R., & Dubé, A. K. (2023). Discovery Tour Curriculum Guides to Improve Teachers’ Adoption of Serious Gaming. In E. Champion & J. Francisco Hiriart Vera (Eds.), Assassin’s Creed in the Classroom History’s Playground or a Stab in the Dark? (pp. 35–64). De Gruyter Oldenbourg. https://doi.org/10.1515/9783111253275-003

4 . Sharma, R., Lajoie, S., & Dubé, A. (2022). Game design for mathematics education. In S. Selvamari & Sabeena P. S. (Eds.), Mathematics Education: Research and Innovations (pp. 25-37). APH Publishing Corporation. https://www.researchgate.net/publication/364216710_Game_Design_for_Mathematics_Education

3 . Duraiappah, A., Mochizuki, Y., & Sharma, R. (2021). Screen time and learner well-being: The debate, the evidence and directions for future research and policy (p. 29). UNESCO Mahatma Gandhi Institute of Education for Peace and Sustainable Development. https://unesdoc.unesco.org/ark:/48223/pf0000377895

2 . Hernandorena, Z., Gupta, A., Sharma, R., Mukund, V., Dubé A, Koivisto, S., & Vatsavayi, V. (2019). Industry Guidelines on Digital Learning: Discussion Draft (p. 52). UNESCO MGIEP. https://bit.ly/3gUbzFn

1 . Sharma, R. (2018). Digital games for mathematics: Spatial learning. In V. K. Kanvaria (Ed.), ICT for education: A few concepts and researches (pp. 183–190). New Delhi Publishers. https://www.researchgate.net/publication/324675474_ICT_for_Education_A_few_Concepts_and_Researches

Proceedings

6 . Sharma, R., Sharma, J., & Dubé, A. (under review). Effects of Theory-based, Digital Games with Narrative on Adolescents’ Geometrical Understanding and Math Attitudes. CHI conference on Human Factors in Computing Systems, Barcelona, Spain.

5 . Sharma, R. & Dubé, A. K. (2024). A Systematic Review of Approaches for Building Adolescents’ Geometrical Understanding. In Lindgren, R., Asino, T. I., Kyza, E. A., Looi, C. K., Keifert, D. T., & Suárez, E. (Eds.), Proceedings of the 18th International Conference of the Learning Sciences - ICLS 2024 (pp. 955-958). International Society of the Learning Sciences. http://dx.doi.org/10.22318/icls2024.318074

4 . Xu, C., Sharma, R., & Dubé, A. (2021). Development of curriculum guides for the Assassin’s Creed Discovery Tour games to enhance teachers’ adoption of games for learning [Abstract]. Technology, Mind & Society Conference, United States. https://doi.org/10.1037/tms0000046

3 . Sharma, R., & Ali, S. (2019). Mathematics and Sustainable Development Goals: An example of digital games-based learning. 10th International Mathematics Education and Society Conference (MES), University of Hyderabad, Hyderabad, India. http://dx.doi.org/10.13140/RG.2.2.19490.24007