Denise Bressler

Head Shot of Dr. Denise Bressler
Research Associate
Contact Info
A.B. (1997), Sociology, Princeton University
M.A. (2000), Instructional Technology and New Media, Teachers College, Columbia University
Ph.D. (2014), Learning Sciences and Technology, Lehigh University

Game-based learning; STEM learning; collaborative learning; student engagement; flow theory; museums and informal learning environments; mobile learning; augmented reality; virtual reality.


Bressler, D. M. (2016). Engaging science learners through lived practice via a collaborative mobile game. In H. Crompton, & J. Traxler (Eds.), Mobile Learning and STEM: Case studies in practice (pp. 139-149). New York: Routledge.

Bressler, D. M. (2015). School Scene Investigators: A collaborative AR game for middle school science inquiry. In C. Holden, S. Dikkers, J. Martin, & B. Litts (Eds.), Mobile Media Learning: Innovation and Inspiration (pp. 87-100). Pittsburgh, PA: ETC Press.

Bressler, D. M. (2013). Museums: Gateways to mobile learning. In Z. Berge & L. Muilenburg (Eds.), Handbook of Mobile Learning (pp. 224-233). New York: Routledge.


Shernoff, D., Sannella, A., Schorr, R., Sanchez-Wall, L., Ruzek, E., Sinha, S., Bressler, D. (2017). Separate worlds: The influence of seating location on student engagement, classroom experience, and performance. Journal of Environmental Psychology, 49, 55-64.

Bressler, D., & Bodzin, A. (2016). Investigating flow experience and scientific practices during a mobile Serious Educational Game. Journal of Science Education and Technology, 25(5), 795-805.

Bodzin, A., Fu, Q., Bressler, D., & Vallera, F. (2015). Examining the enactment of web GIS on students’ geospatial thinking and reasoning and tectonics understandings. Computers in the Schools, 32, 63-81.

Bressler, D. (2014). Better than business-as-usual: Improving scientific practices during discourse and writing by playing a collaborative mystery game. Double Helix: A Journal of Critical Thinking and Writing, 2, 1-13.

Bressler, D., & Bodzin, A. (2013). A mixed methods assessment of students’ flow experience during a mobile augmented reality science game. Journal of Computer Assisted Learning, 29(6), 505-517.