Curriculum Vitae

Education, Employment History, Publications, Projects, Courses, Appearances and more

Degrees

1999 Ph.D., Faculty of Education (Curriculum and Instruction)

1994 M.A., English Literature, University of British Columbia

1992 B.A., English Literature, University of Washington

2019-Present
Professor, Digital Languages, Literacies, and Cultures, The University of British Columbia

2013-2019
Director, Institute for Research on Digital Learning, York University

2012-current
Full Professor, Faculty of Education and Faculty of Graduate Studies, Graduate Programme in Education, York University

2006-2012
Associate Professor, Faculty of Education and Faculty of Graduate Studies, Graduate Programme in Education, York University

2001-2006
Assistant Professor, Faculty of Education and Faculty of Graduate Studies, Graduate Programme in Education, York University

2001-2002
Instructor, Teacher Education Program, Faculty of Education, Simon Fraser University

2000-2001
Instructor, Faculty of Education, University of British Columbia

2000
Research Supervisor, School of Sociology, Simon Fraser University

1999-2001
Post-doctoral Research Associate, School of Communications, Simon Fraser University 

Books authored/edited
Jenson, J., Brushwood Rose, C., & Lewis, B. (2007). Technology Policy Unplugged: Technology Policies and Practices in K-12 Education in Canada. McGill-Queen’s University Press.

de Castell, S. & Jenson, J. Editors (2007). Worlds in Play: International Perspectives on Digital Games Research . New York: Peter Lang.

de Castell, S. & Jenson, J. Editors. (2005). Changing Views: Worlds in Play. Digital Games Research Association Conference Proceedings. Burnaby, BC: Simon Fraser University Press.

Chapters in books (selected)

Jenson, J. & de Castell, S. (2016). Gamer-hate and the ‘problem’ of women. Finding feminism. Y. B. Kafai, G. Richard & B. Tynes (Eds.). Diversifying Barbie and Mortal Kombat: New perspectives on gender and race in gaming cultures. Boston: MIT Press.

Jenson, J., Droumeva, M. & de Castell, S. (2016). ‘Command and Conquer’: Violence in Video Games. In D. Schmid (Ed.). Violence in American Popular Culture. Santa Barbara, California: ABC-CLIO.

Jenson, J., Dayha, N., & Fisher, S. (2014). Scaffolds and structures: Reading student produced media in a DIY club. In Boler, M. & M. Ratto (Eds.) DIY Citizenship: Critical Making and Social Media. Boston, Mass: MIT Press.

Jenson, J. & Sarkeesian, A. (2012). Buffy vs. Bella: The Re-emergence of the Archetypal Feminine in Vampire Stories. In G. Schott & F. Martin Fanpires: Audience Consumption of the Modern Vampire.

Jenson, J., de Castell, S., Taylor, N., Droumenva, M. & Fisher, S. (2012). Learning instruments: Baroque culture gets game. In J. Fromme & A. Unger (Eds.), Computer games, game cultures: A handbook on the state and perspectives of digital games studies. New York, NY: Springer. Altered version of M. S. Khine (Ed) publication.

Jenson, J. and de Castell, S. (2011). Reassembling the production line. In Birgitt Wagner and Waltraub Gausgruber (eds.), Tricky Women. Marburg, Germany: Shuren Verlag: 145-158.

Jenson, J., Taylor, N., de Castell, S., Droumeva, M., & Fisher, S. (2011). Baroque Baroque Revolution: New Rules for an Old Game. In M. S. Khine (Ed.). Playful Teaching, Learning Games: New Tool for Digital Classrooms, pp. 65-86. Rotterdam, the Netherlands: Sense Publishers.

Jenson, J. & de Castell, S. (2010) Girls@play: An ethnographic study of gender and digital gameplay. Handbook of Research in the Social Foundations of Education. Steve Tozer, Bernardo P. Gallegos, Annette Henry, Mary Bushnell Greiner, & Paul Groves Price (Eds.), p. 504-514.

de Castell, S. & Jenson, J. (2010). “You can’t get there from here”: Research and redirections. Learning Research as a Human Science. National Society for the Study of Education (NSSE) Yearbook. Bill Penuel and Kevin O’Connor (eds.) Teachers College Press, 109, 1.

 

Papers in refereed journals (Selected)

Jenson, J. & de Castell, S. (2018). “The entreprenurial gamer”: Regendering the order of playGames and culture. https://doi.org/10.1177/1555412018755913

Jenson, J. & Droumeva, M. (2017). Revisiting the media generation: Youth media use and computational literacy instruction. Journal of elearning and digital media. https://doi.org/10.1177/2042753017731357

Jenson, J., de Castell, S., Thumlert, K. & Muehrer, R. (). Assessing Epidemic: Learning about contagious disease through a playful digital environment. Digital Cultures and Education.

Dahya, N. & Jenson, J. (2015). Mis/representation: Explorations in school-based media production with Muslim girls. Diaspora, indigenous and minority education.

Jenson, J., Taylor, N., de Castell, S. & Dilouya, B. (2015). Playing with our selves: Multiplicity and identity in online games. Feminist media studies, 1-20.

Taylor, N., Bergstrom, K., Jenson, J. & de Castell, S. (2015). Alienated Playbour: Relations of Production in EVE Online. Games & Culture, 1-24.

Bergstrom, K., Fisher, S., Jenson, J. (2014). Disavowing ‘that guy’: Identity construction in massively multiplayer online games. Convergence: The international journal of research into new media technologies, 1-14.

de Castell, S., Jenson, J. & Thumlert, K. (2014). From simulation to imitation: Controllers, corporeality & mimetic play. Simulation & gaming.

Thumlert, K., de Castell, S. & Jenson, J. (2014). Short cuts and extended techniques: rethinking relations between technology and educational thinking. Educational philosophy and theory, 1-18.

Taylor, N. Jenson, J., de Castell, S. & Dilouya, B. (2014). Public displays of play: Studying online games in physical settings. Journal of computer-mediated communication.

Jenson, J. & de Castell, S. (2013). Tipping points: Marginality, misogyny and video games. Journal of Curriculum Theorizing, 29, 2, 72-85.

Jenson, J. Dahya, N. & Fisher, S. (2013). Valuing production values: A ‘do it yourself’ media production club. Learning, media and Technology, 1-14.

Jenson, J., Fisher, S. & de Castell, S. (2011). Tactics, Confidence & Leadership: Gender, Play & Performance. International Journal of Gender, Science and Technology, 3(1), 149-169.

Lotherington, H. & Jenson, J. (2011). Teaching Multimodal and Digital Literacy in an L2 Setting: New Literacies, New Basics, New Pedagogies. Annual Review of Applied Linguistics, 31, 226-46.

Jenson, J., Taylor, N. & de Castell, S. (2011). Epidemic: Digital Learning goes Viral. Canadian Journal of Curriculum Studies, 8, 2, 28-49.

Jenson, J. & de Castell, S. (2011). Girls@Play: An Ethnographic Study of Gender and Digital Gameplay. Feminist Media Studies, 2 (11), 1-13.

Jenson, J. & de Castell, S. (2010). Gender, Simulation and Gaming: Research Review and Redirections. Simulation and Gaming, 41, 51-71.

de Castell, S., Boschman, L. & Jenson, J. (2009) In and Out of Control. Loading: A Journal of the Canadian Game Studies Association. Available online at: http://journals.sfu.ca/loading/index.html.

de Castell, S. & Jenson, J. (2006). No Place like Home: Sexuality, Community and Identity among Street-Involved “Queer and Questioning” Youth. McGill Journal of Education, 41, 3, 26-47.

de Castell, S. & Jenson, J. (2005). Seeing Things: Queer Streets, Mobile Homes and Moving Targets. Perspectives on Urban Education. Online at: http://www.urbanedjournal.org/commentaries/comment0010.htm.

Jenson, J. & de Castell, S. (2004). “Turn It In”: Technological Challenges to Academic Ethics. Education, Communication and Information, 4 (2/3), 245-267.

de Castell, S. & Jenson, J. (2004). The Attentional Economies of New Learning Environments. Educational Theory, 54 (4) p. 381-97.

de Castell, S., Bryson, M. & Jenson, J. (2002). Object Lessons: Towards an Educational Theory of Technology. First Monday, 7, 1, January, [On-line]. Available at: http://firstmonday.org/issues/issue7_1/castell/index.html.

Publications

A limited selection…

Jen Jenson

Professor, York University
B.A. University of Washington
M.A. University of British Columbia
Ph.D. Simon Fraser University

Projects

Games and Projects

Courses

Courses