Robin Sharma - Academic CV

Funding

Grants

  • 4 . Sharma, R. (2023). Effectiveness of a game-based learning environment for high school geometry. IDRC International Doctoral Research Award. Universities Canada. [CAD 20,000]
  • 3 . Sharma, R. (2023). Effectiveness of a game-based learning environment for high school geometry. Graduate Mobility Award. Graduate and Postdoctoral Studies, McGill University. [CAD 5,900]
  • 2 . Sharma, R., Bhardwaj, S., Madriz, F. V., Konishi, C. (2023). Write, Cite, and Shine: Academic Writing Essentials. Graduate Engagement Fund. Graduate & Postdoctoral Studies, McGill University. [CAD 1,500]
  • 1 . Sharma, R., Xu, C., & DubĂ©, A. (2020-21). Creating and testing teacher curriculum guides for Ubisoft’s Discovery Tour games. Social Innovation Fund Award. Faculty of Education, McGill University. [CAD 4,500]

Scholarships

  • 7 . Sharma, R. (2022). Creating and testing theory-based games for math learning. Doctoral Research Fellowship. Fonds de Recherche du QuĂ©bec SociĂ©tĂ© et Culture, Government of QuĂ©bec. https://doi.org/10.69777/316540 [CAD 79,333]
  • 6 . Sharma, R. (2022). Academic Excellence Award. Education Graduate Students’ Society, McGill University. [CAD 750]
  • 5 . Sharma, R. (2021). Game-based math learning in schools. The Stansfield Award for School Based Classroom Research. Faculty of Education, McGill University. [CAD 1,000]
  • 4 . DubĂ©, A., Xu, C., & Sharma, R. (2020). Creating and testing effective teacher curriculum guides for the educational versions of Ubisoft’s Assassin’s Creed games. MITACS Accelerate Award and Ubisoft Montreal. https://app.dimensions.ai/details/grant/grant.13960343 [CAD 30,000]
  • 3 . Sharma, R. (2020). Graduate Excellence Fellowship. Department of Educational and Counselling Psychology, McGill University. [CAD 55,000]
  • 2 . Sharma, R. (2020). Differential Fee Waiver. Department of Educational and Counselling Psychology, McGill University. [CAD 12,500]
  • 1 . Sharma, R. (2019). Junior Research Fellowship in Education. University Grants Commission of India. [Declined]

Awards

  • 9 . Sharma, R. (2025). Graduate Research Enhancement and Travel Award. Department of Educational and Counselling Psychology, McGill University. [CAD 250]
  • 8 . Sharma, R. (2024b). Graduate Research Enhancement and Travel Award. Department of Educational and Counselling Psychology, McGill University. [CAD 200]
  • 7 . Sharma, R. (2024a). Graduate Research Enhancement and Travel Award. Department of Educational and Counselling Psychology, McGill University. [CAD 200]
  • 6 . Sharma, R. (2024). Impact of narrative as an instructional feature on adolescents’ understanding of geometry. Post Graduate Students’ Society Travel Award. McGill University. [CAD 750]
  • 5 . Sharma, R. (2022). Graduate Research Enhancement and Travel Award. Department of Educational and Counselling Psychology, McGill University. [CAD 250]
  • 4 . Sharma, R. (2018). Bhumi Earth Award. Bhumi (NGO), New Delhi.
  • 3 . Sharma, R. (2018). University Gold Medal for Academic Excellence in M.Sc. University of Delhi.
  • 2 . Sharma, R. (2012). Best Outgoing Student, Batch of 2012. Ramjas School Pusa Road.
  • 1 . Sharma, R. (2011). 100% Attendance Award (6 years). Ramjas School Pusa Road.

Unsuccessful

  • 2 . Sharma, R. (2020). University Nomination Vanier SSHRC Canada Graduate Scholarship. Graduate and Postdoctoral Studies, McGill University. [50,000 CAD]
  • 1 . Sharma, R. (2020). Faculty Nomination Tomlinson Doctoral Fellowship. Faculty of Education, McGill University. [35,000 CAD]

Publications

Articles

  • 9 . Sharma, R., & DubĂ©, A. K. (under review). GeometryBOX – A Theory Driven Approach for Math Games. Mathematical Thinking and Learning.
  • 8 . Sharma, R., Sharma, J., & DubĂ©, A. K. (under review). Effects of theory-based, digital games with narrative on adolescents’ geometrical understanding and math attitudes. Journal of Computer Assisted Learning.
  • 7 . Sharma, R., Tan, C., Gomez, D., Xu, C., & DubĂ©, A. K. (under review). Impact of Teachers’ Game-based Knowledge (TPACK-G) on their User Experience of a Digital Curriculum Guide. Technology, Pedagogy and Education.
  • 6 . Sharma, R., & DubĂ©, A. K. (under review). A systematic review of intervention approaches and learning theories for building geometrical understanding of adolescents. Review of Education.
  • 5 . Sharma, R., Tan, C., Gomez, D., Xu, C., & DubĂ©, 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., & DubĂ©, 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

  • 4 . Sharma, R., DubĂ©, A.K., & Singh, N.C., (under review). An Introduction to Theoretical Foundations of Learning for Designing and Integrating Math Games. Neuroscience, Mathematics, and Games.
  • 3 . Xu, C., Sharma, R., & DubĂ©, 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
  • 2 . Sharma, R., Lajoie, S., & DubĂ©, 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
  • 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

Policy reports

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

Proceedings

  • 5 . Sharma, R. & DubĂ©, 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., & DubĂ©, 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
  • 2 . Sharma, R. (2019). Dimension Destination: A digital game for secondary school mathematics and the Sustainable Development Goals. Proceedings of the Inaugural Conference of the Mathematics Teachers’ Association - India, 32–36. https://www.mtai.org.in/wp-content/uploads/2018/12/Binder1.pdf
  • 1 . Sharma, R., & Ali, S. (2018). Embedding concepts of sustainability in secondary school mathematics through games-based learning. In M. Ciussi (Ed.), Proceedings of the 12th European Conference on Games Based Learning (pp. 583–589). Academic Conferences and Publishing International Limited. https://www.proquest.com/docview/2131784719

Conference presentations

  • 17 . Sharma, R. & DubĂ©, A. (2025). Evaluating the effects of digital math games on mathematical thinking. XXVIIth ISM Graduate Student Colloquium. UniversitĂ© du QuĂ©bec Ă  MontrĂ©al. https://event.fourwaves.com/ism27/schedule/9cb053de-5f60-4894-a2a9-479fe45791b0
  • 16 . Sharma, R. & DubĂ©, A. (2025). Impact of theory-based digital games on adolescents’ understanding of geometry [Poster]. AIM (Assessment and Instruction for Mathematics) Collective. Concordia University, Montreal.
  • 15 . Sharma, R., & DubĂ©, A. (2025). Effects of theory-based, narrative games on geometry learning among adolescents. American Educational Research Association Annual Meeting, Denver, USA. https://doi.org/10.3102/2185335 https://doi.org/10.3102/IP.25.2185335
  • 14 . Sharma, R., Tan, C., Gomez, D., Xu, C. & DubĂ©, A. (2025). Teachers’ game-based knowledge and their user experience of curriculum guides for digital games. American Educational Research Association Annual Meeting, Denver, USA. https://doi.org/10.3102/2184298 https://doi.org/10.3102/IP.25.2184298
  • 13 . Sharma, R., & DubĂ©, A. (2024). Impact of “narrative” as an instructional feature on adolescents’ understanding of geometry. 34th Annual Meeting of the Canadian Society for Brain, Behaviour and Cognitive Science, University of Alberta, Edmonton. https://www.csbbcs.org/meetings/2024-meeting
  • 12 . Sharma, R., Tan, C., Gomez, D., Xu, C., & DubĂ©, A. (2024). How teachers’ user experience of digital curriculum resources impacts acceptance of game-based learning and teaching. American Educational Research Association Annual Meeting, Philadelphia, USA. https://doi.org/10.3102/2101522 https://doi.org/10.3102/IP.24.2101522
  • 11 . Huang, X., Segura, A., Tan, C., Wang, T., Sharma, R., & Lajoie, S. (2023). A Systematic Review of Social Presence in Technology-Rich Learning Environments. American Educational Research Association Annual Meeting, Chicago. https://doi.org/10.3102/2007978 https://doi.org/10.3102/IP.23.2007978
  • 10 . Xu, C., & Sharma, R. (2022). Discovery Tour Game Curriculum Guides for Teachers: Assassin’s Creed. Antiquity in Media Studies Conference. https://antiquityinmediastudies.wordpress.com/2022program/
  • 9 . Sharma, R. (2019). World Rescue: Decision Making towards Sustainability. 7th International Educational Games Competition, Odense, Denmark.
  • 8 . Sharma, R. (2018). Cantor’s World: A learning game for understanding inter-linkages among sustainability, well-being and national growth indicators. UNESCO MGIEP Transforming Education Conference for Humanity (TECH), Visakhapatnam, India.
  • 7 . Sharma, R. (2018). Digital Games for Mathematics Education: An Example for Spatial Awareness. International Conference on ICT for education. CIE, University of Delhi, Delhi, India.
  • 6 . Ali, S., Sharma, R., Panwar, K., & Chamoli, S. (2017). Play and purpose in serious game design with examples. UNESCO MGIEP Transforming Education Conference for Humanity (TECH). Visakhapatnam, India. https://www.researchgate.net/publication/384473130_Play_and_Purpose_in_Serious_Game_Design_with_Examples
  • 5 . Sharma, R. (2017). Using MATLAB as an effective resource in mathematics classroom. National Conference on ICT in Education, Regional Institute of Education, National Council of Educational Research and Training, Mysuru, India. https://www.researchgate.net/publication/384472853_Using_MATLAB_as_an_effective_resource_in_Math_Classroom
  • 4 . Sharma, R. (2017). Visualizing math concepts through hands-on approach. National Conference on Quality Education in the Present Educational Scenario, Regional Institute of Education, National Council of Educational Research and Training, Shillong, India.
  • 3 . Sharma, R. (2017). Digital games for Mathematics Education: An example for spatial awareness. National Conference on Mathematics Education, Regional Institute of Education, National Council of Educational Research and Training, Shillong, India.
  • 2 . Sharma, R., & Aggarwal, T. (2016). Visualizing linear transformations: A hands-on approach. National Conference on Mathematics Education, Regional Institute of Education, National Council of Educational Research and Training, Bhubaneswar, India. https://www.researchgate.net/publication/384472936_Visualizing_Linear_Transformations_-_A_Hands-on_Approach
  • 1 . Sharma, R. (2015). Teaching mathematics through sports. 50th Annual Conference of The Association of Mathematics Teachers of India, Hindustan University, Chennai, India.

Learning Environments

Workshops

Lectures and Invited Talks

  • 10 . Sharma, R. (2026). Designing Math Games for Children with Dyscalculia. Asia Africa Regional Conference on Specific Learning Disabilities. Maharashtra Dyslexia Association, Mumbai, India. MDA LinkedIn Post
  • 9 . Sharma, R. (2026). Mining Insights from an Assessment Task. MathEd Forum. The Fields Institute for Research in Mathematical Sciences, Toronto, Canada. http://www.fields.utoronto.ca/talks/Mining-Insights-Assessment-Task
  • 8 . Sharma, R. (Fall 2023). Game-based learning research. Guest Lecture in “EDPE 555 Introduction to Learning Sciences”. McGill University.
  • 7 . Preston, S., Sharma, R., Goss, A., Melcer, E. (2025). What are we doing when designing serious games? [Panel]. Serious Games Arcade, Concordia University. https://www.youtube.com/watch?v=WGdKk9dYK64
  • 6 . Sharma, R., & Wang, T. (Fall 2023). Game-based learning and experimental approaches. Guest Lecture in “EDPE 602 Uses of Research Findings in Education”. McGill University.
  • 5 . Sharma, R. (2023). Knowledge Exchange on Gamification & Gaming. United Nations Development Program (UNDP).
  • 4 . Sharma, R., & Wen, R. (Fall 2022). Game-based learning and experimental approaches. Guest Lecture in “EDPE 602 Uses of Research Findings in Education”. McGill University.
  • 3 . Sharma, R. (2022). 9th Global Forum, Youth Participant. United Nations Alliance of Civilizations (UNAOC). Fez, Morocco. https://fezforum.unaoc.org/
  • 2 . Sharma, R., Farber, M., & Singh, N. C. (2020). Gamestorming Curricula [Panel]. Games For Change Virtual Festival, New York, USA. https://youtu.be/F_ADaJXLpD8 https://g4c2020.sched.com/speaker/robin_sharma.212poavq
  • 1 . Sharma, R., Srivastava, A., Saini, A. K., Pathak, A., Mukund, V., & Kumar, D. (2019). Gamestorming Curricula [Panel]. UNESCO MGIEP Transforming Education Conference for Humanity (TECH), Visakhapatnam, India. https://mgiep.unesco.org/tech-2019-catalytic-sessions

Interviews and Blogs

Education

Ph.D., Learning Sciences

2020 - 2025

McGill University, Montreal, Canada

M.Sc., Mathematics Education

2015 - 2017

University of Delhi and Jamia Millia Islamia, New Delhi, India

B.Sc. (Hons.), Mathematics

2012 - 2015

University of Delhi, New Delhi, India

Professional Experience

Learning Scientist

Aug 2025 – Jan 2026

Vretta Inc., Toronto, Canada

Product Specialist

Jan 2021 – Jun 2022

Ubisoft Entertainment SA, Montreal, Canada

Program Coordinator (Games for Learning)

Sep 2017 – Aug 2020

UNESCO Mahatma Gandhi Institute of Education for Peace (MGIEP), New Delhi, India

Research Intern (Human Resource Development)

Jun - Sep 2016

NITI Aayog, Govt. of India, New Delhi, India

Volunteering

Blog Manager

2026 - Present

Learning Designers Community, New Delhi, India

Reviewer

2025 - Present

Teaching and Teacher Education, Elsevier

Reviewer

2025

International Society of Learning Sciences (ISLS)

Reviewer

2024

ACM Conference on Human Factors in Computing Systems

VP Academic

2023 - 2025

ECP International Students’ Group, McGill University

VP Communications

2021 - 2022

Education Graduate Students’ Society (EGSS), McGill University

Gamechanger

2021 - 2022

Digital Games for Peace Challenge by UNAOC, UNOCT, and UNESCO MGIEP

Mentor - Games for Learning

2021

Project 21, Friedrich-Ebert-Sfiftung

Math Teacher and Center Coordinator

2015 - 2017

Bhumi (NGO), New Delhi, India

Certifications

Ethical Conduct for Research Involving Humans

2021

Panel on Research Ethics, Govt. of Canada

Understanding Open Educational Resources

2020

Commonwealth of Learning

Test of English as a Foreign Language (ToEFL, 112)

2019

Educational Testing Service

Graduate Record Examination (319, 4.5)

2019

Educational Testing Service

Competency Based Interviewing for Supervisors

2018

UNESCO Bureau of HRM

The Training on Ethics

2017

UNESCO Ethics Office

UNESCO Anti Harassment Policy

2017

UNESCO Ethics Office

Introduction to R

2017

Datacamp

Diploma in Educational Psychology

2017

Alison.com

Introduction to MATLAB

2016

Delhi University Computer Centre

IBM SPSS

2016

Delhi University Computer Centre

Skills: HTML, CSS, JavaScript, Python, Research, Technical Writing, Unity, Construct 3.

Event Administration

Need Assessment Workshops for the MyDream Project (2019)

Organized teacher training workshops in four regions of the Navodaya Vidyalaya Samiti (North, South, Central, and North East) in collaboration with Samsung India. Ghaziabad, Bangalore, Lucknow, Guwahati. 100+ participants.

Pre-Conference Workshops at Transforming Education Conference for Humanity (TECH, 2019)

Organized eight teacher training workshops in collaboration with Microsoft India, Adobe, Dell, Life University, University of Michigan, University of North Texas, and University of Northern Colorado. GITAM University, Visakhapatnam, India. 500+ participants. https://www.youtube.com/watch?v=ABlLYTfHqfQ https://mgiep.unesco.org/tech-2019-workshops

Pre-Conference Workshops at Transforming Education Conference for Humanity (TECH, 2018)

Organized seven teacher training workshops in collaboration with Microsoft India, Unity Technologies, University of Michigan, University of North Texas, Western Michigan University, and University of Northern Colorado. Andhra University, Visakhapatnam, India. 200+ participants. https://mgiep.unesco.org/article/highly-educational-pre-conference-workshops-to-kick-off-tech-2018

Pre-Conference Workshops at Transforming Education Conference for Humanity (TECH, 2017)

Organized one teacher training workshop in collaboration with Microsoft India titled "Minecraft for Education”. GITAM University, Visakhapatnam, India. 70+ participants.

References

  • Dr. Adam K. DubĂ©

    Associate Professor, Department of Educational and Counselling Psychology, McGill University

    Relationship: Ph.D. Thesis Supervisor

  • Dr. Susanne Lajoie

    Emerita Distinguished James McGill Professor and Canada Research Chair (Tier 1), McGill University

    Relationship: Ph.D. Thesis Committee Member

  • Dr. Anantha Kumar Duraiappah

    Director, UNESCO Mahatma Gandhi Institute of Education (MGIEP), Retired

    Relationship: Supervisor, UNESCO MGIEP

  • Dr. Jyoti Sharma

    Professor and Joint Director, Institute of Lifelong Learning, University of Delhi

    Relationship: Master’s Thesis Supervisor

  • Mr. Maxime Durand

    World Design Director, Ubisoft Montreal

    Relationship: Supervisor, Ubisoft Entertainment SA

  • (Details available on request)