INFORMATION SCIENCE, DOCTOR OF PHILOSOPHY • University of Michigan
Studied the design and research of effective engaging teaching practices in higher education, particularly leveraging game mechanics and learning analytics. Co-advised by Barry Fishman and Stephanie Teasley.
INFORMATION, MASTER OF SCIENCE • University of Michigan
Tailored degree specializing in human-computer interaction within learning technologies. Advised by Charles Severance.
INTERNATIONAL AFFAIRS, BACHELOR OF ARTS • University of Maine
Interdisciplinary degree specializing in political science.
ASSOCIATE DIRECTOR FOR RESEARCH & DEVELOPMENT • Center for Academic Innovation, Ann Arbor, MI
- Responsible for facilitating the administrative, financial, personnel and planning aspects of the AI research portfolio
- Leads the data science and user experience research teams
- Collaborates closely with software developers, user experience designers, instructional designers, faculty, researchers, and students
- Researches and maintains knowledge in emerging educational technologies and innovative pedagogies
- Designs instrumentation, theoretical models, equipment or other vehicles for data gathering and analysis
CO-CREATOR & PROJECT LEAD • GradeCraft, Ann Arbor, MI
- Conceptualized application design and feature requirements
- Prototyped new features, including producuing lo- and hi-fi wireframes
- Developed features in response to faculty and student requests
- Managed a team of 3-8 contract developers (16 developers in total), including establishing individualized milestones and providing critical code review
- Conducted user-testing to evaluate the application’s design and workflow
- Managed the implementation of a cutting-edge scalable server solution leveraging Kubernetes, Docker, and Amazon Web Services
- Established a comprehensive test suite using RSpec and Capybara to establish a behavior-driven development environment
- Aided in the vision and drafting of multiple grants, including identifying requirements, establishing a timeline, and creating the development budget
- Managed the day-to-day budget for three grants totalling $2.1 million dollars
- Consulted with more than 30 faculty members regarding the best practices of gameful design, developing customized solutions for individual circumstances
- Managed the research agenda, including running team meetings, leading data collection, and writing up results to be shared in academic forums
- Mentored graduate students on the pursuit of research and professional advancements
- Wrote the best practices of gameful learning as shared at the gamefulpedagogy.com website
- Responded to instructor and student support requests
SENIOR DEVELOPER • Office of Academic Innovation, University of Michigan, Ann Arbor, MI
- Managed the commercial launch of GradeCraft, including establishing price points and packages, supporting the deployment of a customer help desk, and overseeing quality assurance testing and fixes
GRADUATE STUDENT RESEARCH ASSISTANT • Learning Experience & Design Lab, University of Michigan, Ann Arbor, MI
- Designed and ran surveys on student motivation
- Advised colleagues on research designs and analysis interpretations
- Managed lab website and open source code repository
- Performed analysis comparing survey results with course achievement and system behavior
- Presented research findings at multiple international conferences
GOOGLE APP ENGINE & PYTHON TUTOR • School of Information, University of Michigan
- Tutored students, including three with significant learning disabilities, in Python and Google App Engine
- Students all successfully completed their coursework and received excellent marks
INTERNET HISTORY, TECHNOLOGY, AND SECURITY TEACHING ASSISTANT • Coursera at the University of Michigan
- Reviewed course materials and developed weekly interactive assessments
DATABASE APPLICATIONS TEACHING ASSISTANT • School of Information, University of Michigan
- Developed projects-based curriculum and accompanying assignments for a graduate level class
- Formed student groups based on complementary skill sets and interests
- Graded weekly homework assignments, midterm and final exams, and assessed student participation
- Tutored students individually as needed in PHP, MySQL, and database design
- Advised students on project management strategies and effective team work
INSTITUTE OF MUSEUM & LIBRARY SERVICES USABILITY INTERN • MATRIX: The Center for the Arts, Letters, and Social Sciences, East Lansing, MI
- Performed usability studies on MATRIX’s project websites to assess their current design practices and establish guidelines regarding best practices
- Assessed historians’ datasets to provide database recommendations for the Atlantic Slaves Database Network
- Managed communication between the primary investigators of the Atlantic Slaves Database Network and the project development team
- Reviewed current best practices in interfaces displaying historical datasets
- Provided database and visualization guidelines for MATRIX to follow as they construct the Atlantic Slaves Database Network
NETWORKED COMPUTING TEACHING ASSISTANT • School of Education, University of Michigan, Ann Arbor, MI
- Taught two discussion sections of 20 graduate students each introductory Python, history of the Internet, elementary web development, and database construction
- Graded weekly homework assignments, midterm and final exams, and assessed student participation
DATABASE ARCHITECT • Bentley Historical Library, Ann Arbor, MI
- Designed and implemented the consolidation of multiple outdated FileMaker databases into a single system tracking donors, accessions, processing details, and item locations
WEB DEVELOPER, DESIGNER, AND STUDIO PHOTOGRAPHER, Pica Design, LLC, Belfast, Maine
- Designed, developed, and managed content, marketing, and servers for more than 30 websites
- Assessed client requirements and estimated hours and costs to successfully complete projects
- Developed and ran social media campaigns using Facebook, Twitter, blogging, and email marketing
- Designed supporting print materials for marketing campaigns including posters, catalogs, and brochures
- Participated in branding and design creative meetings, conceptualizing client needs, and analyzing market data
- Produced studio photographs of products for international branding and marketing campaigns
GLASS PLATES ARCHIVIST • Rockport Institute for Photographic Education, Rockport, Maine
- Designed and implemented a FileMaker database to manage the storage and retrieval of 30,000+ glass plate postcards dating from 1908-1954
- Scanned, catalogued, and repaired high-resolution images for archival storage and reproduction printing
Honors & Awards
- 2018 – Gary M. Olson Outstanding PhD Student Award
- 2017 – TEDxUM Speaker
- 2016 – Learning Analytics & Knowledge Doctoral Consortium Member
- 2014 – Yahoo! Teaching with Technology Award Recipient
- 2013 – Learning Analytics Junior Fellow
- 2013 – Computer Research Association’s Committee on the Status of Women in Computing (CRA-W) Graduate Cohort Member
- 2012 – Shuttleworth Foundation Flash Grant Recipient
- 2011 – CHI Student Design Competition, 2nd Place (Lingua)
- 2011 – iDesign Competition Winner (CataList)
- 2011 – University of Michigan School of Information expoSItion winner (Lingua)
- 2009 – University of Michigan School of Information Merit Scholarship Award
- 2009 – Ann Arbor Association for Women in Computing Scholarship Recipient
- 2005 – Pi Sigma Alpha, National Political Science Honor Society
- 2004 – Golden Key International Honors Society
- 2004 – Presidential Academic Achievement Pin, University of Maine
- 2004 – National Society of Collegiate Scholars
- Aguilar, S. J., Holman, C., & Fishman, B. J. (2015). Game-Inspired Design: Empirical Evidence in Support of Gameful Learning Environments. Games and Culture, 1555412015600305. http://doi.org/10.1177/1555412015600305
Refereed Conference Proceedings
- Hayward, C., & Fishman, B. (2020). Gameful Learning: Designing with Motivation in Mind. In I. S. Gresalfi, M. and Horn (Ed.), 14th International Conference of the Learning Sciences (ICLS) 2020, Volume 2. Nashville, Tennessee: International Society of the Learning Sciences (ISLS).
- Yan, W., Dowell, N., Holman, C., Welsh, S. S., Choi, H., & Brooks, C. (2019). Exploring learner engagement patterns in teach-outs using topic, sentiment and on-topicness to reflect on pedagogy. In Proceedings of the 9th International Conference on Learning Analytics & Knowledge (pp. 180–184).
- Brown, M. G., Schiltz, J. J., Derry, H., & Holman, C. (2019). Implementing online personalized social comparison nudges in a web-enabled coaching system. The Internet and Higher Education, 43, 100691.
- Aguilar, S. J., Holman, C., & Fishman, B. J. (2018). Game-inspired design: Empirical evidence in support of gameful learning environments. Games and Culture, 13(1), 44–70.
- Quintana, R. M., Haley, S. R., Levick, A., Holman, C., Hayward, B., & Wojan, M. (2017). The persona party: Using personas to design for learning at scale. In Conference on Human Factors in Computing Systems – Proceedings (Vol. Part F1276, pp. 933–941). New York, New York, USA: ACM Press. https://doi.org/10.1145/3027063.3053355
- Holman, C., Niemer, R., Plummer, B., Fishman, B. (2016), Know Your Choices: Exploring How Instructors Support Student Autonomy Through Assessment Design. Poster presented at Meaningful Play ‘16. (East Lansing, MI, USA, 2016).
- Holman, C., Wooten, S., Fishman, B. (2015), What Game Are You Playing? Affordances of Tools for Incorporating Game Elements into Classrooms. Poster presented at Games+Learning+Society 11. (Madison, WI, USA, 2015). GLS ’15.
- Holman, C., Aguilar, S., Levick, A., Stern, J., Plummer, B., Fishman, B. (2015), Planning For Success: How Students Use a Grade Prediction Tool to Win Their Classes. Paper presented at Fifth Conference on Learning Analytics and Knowledge. (Leuven, Belgium, April 16-20, 2015), LAK ’15.
- Holman, C., Aguilar, S., Fishman, B., Carr, M., Fiesta, M., Levick, A., Molnar, S., Rocco, L. (2014), GradeCraft a Working Example. Paper presented at Games+Learning+Society. (Madison, WI, USA, 2014), GLS ’14.
- Aguilar S., Fishman, B., Holman, C. (2014), Multiple Paths, Same Goal: Exploring the Motivational Pathways of Two Distinct Game-Inspired University Course Designs. Paper presented at Games+Learning+Society 10. (Madison, WI, USA, 2014), GLS ‘14.
- Aguilar, S., Karabenick, S., Fishman, B., Holman, C. (2014), Supporting Students’ Autonomy through Gameful Course Design. Poster presented at the International Conference on Motivation (Helsinki, Finland, June 12-14, 2014), ICM ’14.
- Aguilar, S., Fishman, B., Holman, C. (2014), Empirical Evidence in Support of Gameful Learning Environments. Paper presented Annual Meeting of the American Educational Research Association (Philadelphia, PA, USA, April 3-7, 2014), GLS ’14.
- Holman, C., Aguilar, S., Fishman, B. (2013). Designing a Game-Inspired Learning Management System. Paper presented at Games+Learning+Society Conference 9.0 (Madison, WI, USA, June 8-12, 2013), GLS ’13.
- Aguilar, S., Fishman, B., Holman, C. (2013). Leveling-Up: Evolving Game-Inspired University Course Design. Paper presented at Games+Learning+Society Conference 9.0 (Madison, WI, USA, June 8-12, 2013), GLS ’13.
- Deterding, S., Fanelli, K., Vattel, L., Higgen, T., Schenke, K., Sheldon, L., Ewing, C., Fishman, B., Aguilar, S., Holman, C. (2013). Beyond Badges & Points: Gameful Assessment Systems for Engagement in Formal Education. Symposium at Games+Learning+Society Conference 9.0 (Madison, WI, USA, June 8-12, 2013), GLS ’13.
- Holman, C., Aguilar, S., & Fishman, B. (2013). GradeCraft: what can we learn from a game-inspired learning management system? Third Conference on Learning Analytics and Knowledge (Leuven, Belgium, April 8-12, 2013), LAK ’13.
- Holman, C., Leibrock, J., Jimenez, J., Greitzer, D., and Haynes, T. (2011). Lingua: Cultural Exchange Through Language Partnerships. In Proceedings of the 29th international Conference Extended Abstracts on Human Factors in Computing Systems (Vancouver, BC, May 7–12, 2011). CHI ʼ11. ACM, New York, NY, 2835-2840.