Ed.D., Teachers College, Columbia University (2009)
Ed.M., Teachers College, Columbia University (2003)
M.A., Teachers College, Columbia University (2001)
B.B.A., University of Michigan (1999)
Capstone: Educator'S Multimedia Studio
Ed Tech Ma Project Comm College Use Tech
Technology And The School Curriculum
Video games and social interaction, video games and language learning, digital literacies, gamification
High Impact Practice (HIP) Grant. #7,320. A collaboration with faculty across the university on using gamification in online learning.
Faculty Development Grant. $3013.23. To compare the way Chinese and non-Chinese speakers describe and navigate spatial relationships in the physical and virtual world.
Hung, A. C. Y. (2011). The Work of Play: Meaning-making in Videogames. New York, NY: Peter Lang.
Hung, A. (2013). Situated play: Instruction and learning in fighter games. In Lankshear, C. and Knobel, M. (Eds.). A new literacies reader: Educational perspectives. (pp. 321-352). New York, NY: Peter Lang.
Varenne, H., Andrews, G. Hung, A. C. Y., and Wessler, S. (2013). Polities and politics of ongoing assessments: Evidence from video-gaming and blogging. In Tannen, D. and Trester, A. M. (Eds.). Discourse 2.0. (pp. 27-45). Washington, D.C.: Georgetown University Press.
Hung, A. C. Y. (2013). Video and Conversational Analysis Classroom Ethnography. In On the Future of Anthropology in Schools of Education. New York, NY.
Hung, A. C. Y. (2012). Adolescents and boundary-crossing competence in massively multiplayer online role-playing games. In American Educational Research Association. Vancouver, BC, Canada.
Hung, A. C. Y. and Scipio, D. (2012). Screen-sharing and joint attention work as literacy practice. In Literacy Research Association. San Diego, CA.
Hung, A. C. Y. (2012). Collaboration and problem-solving in a complex project space. In National Communication Association. Orlando, FL.