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Draft:Lindsay Portnoy

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Lindsay Portnoy (born June 30, 1977) is an American cognitive scientist, author, and educator specializing in education technology.[citation needed] She serves as a Program Director at the National Science Foundation (NSF) in the SBIR/STTR program, focusing on Learning and Cognition Technologies.[citation needed] Portnoy is widely recognized for her expertise in cognitive science, design thinking, immersive learning, and innovative STEM education approaches.[citation needed] She has authored two award-winning books, Game On? Brain On! and Designed to Learn, and has published extensively in the fields of education, human-computer interaction, and cognitive science.[citation needed]

Biography

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Portnoy was raised in Detroit, Michigan.[citation needed] She earned her PhD in Educational Psychology from Fordham University in 2013, an MSEd in Early Childhood and Urban Education from Mercy College in 2005, and a BA in Marketing and Advertising from Michigan State University in 1999.[citation needed] Her academic journey combined her interests in psychology, education, and communication, culminating in groundbreaking work in how design thinking and technology can transform learning environments.[citation needed]

Career

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National Science Foundation

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Since 2023, Portnoy has served as a Program Director at NSF, overseeing the SBIR/STTR program’s Learning and Cognition Technologies portfolio.[citation needed] Her role includes supporting groundbreaking projects in artificial intelligence, virtual reality, and educational innovation.[citation needed] She is also a contributor to NSF’s Translation Accelerator and Ideas Lab among other foundation-wide initiatives.[citation needed]

Northeastern University

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From 2018 to 2023, Portnoy was a Professor in Northeastern University’s Graduate School of Education. During her tenure, she mentored over 50 doctoral candidates, advanced research in immersive and experiential learning, and spearheaded initiatives that enhanced faculty collaboration and innovation. Her contributions included the development of curriculum design strategies and support for student publications.

Killer Snails, LLC

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In 2015, Portnoy co-founded Killer Snails, an award-winning educational technology company focused on STEM education through game-based learning.[citation needed] Under her leadership, the company developed patented virtual reality (VR) platforms, secured multimillion-dollar funding, and piloted products in classrooms nationwide bringing multiple immersive learning technologies to market.[citation needed]

Hunter College, CUNY

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From 2008 to 2016, Portnoy was Professor and later a Faculty Fellow at Hunter College.[citation needed] She played a key role in curriculum redesign, aligning teacher preparation programs with evolving certification requirements.[citation needed] Her work also contributed to New York City’s Universal Pre-K initiative.[citation needed]

Publications

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Portnoy has authored numerous scholarly and popular works, including books, journal articles, and opinion pieces. Her two books have received critical acclaim:

Books

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  • Playful Pedagogy in Higher Education (2024): Engages higher education students using playful instructional approaches. Harnesses cognitive science to principles of play for adult learners. Re-envisions the curriculum using examples of playful approaches across disciplines.
  • Game On? Brain On! (2020): Explores the relationship between play and cognitive development. Winner of the Book Excellence Award and finalist for multiple literary honors.
  • Designed to Learn (2019): A practical guide to design thinking in classrooms. Winner of the Royal Dragonfly Book Award.Selected Articles and Chapters
  • Portnoy, L., Sadler, A., & Zulick, E. (2023). Rising to the challenge: adult student perceptions of institutional supports to increase access to careers in biotechnology. Higher Education, Skills and Work-Based Learning, 13(2), 338-354.
  • Portnoy, L.  & Lemberger, T. (2021). Does Context Shape Comprehension: Evaluating the Influence of Context on Inquiry Strategies in Science Learning. Journal of Information and Learning Sciences, 123 (3-4), 179-198.
  • Portnoy, L.B. & Rabinowitz, M. (2014). What’s in a domain: Understanding how students approach questioning in History and Science. Journal of Educational Research and Assessment, 20 (2), 122-145.

Her opinion pieces have been featured in prominent outlets such as USA Today, The Washington Post, and World Economic Forum, where she discusses topics ranging from design thinking to the future of education.

Research and impact

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Portnoy’s research bridges cognitive science and education, emphasizing how play, design thinking, and technology can create equitable, engaging learning environments. She is passionate about taking research out of the "ivory tower" and making it accessible to educators, parents, and policymakers. Her video explainer series, Escaped the Ivory Tower, provides accessible insights into scientific studies that shape human behavior.

Professional Service and Community Leadership

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Portnoy is an active contributor to the advancement of STEM education and cognitive science through numerous leadership roles:

  • Northeastern University's CPS RISE Judge
  • Northeastern University's Dean's Medal Committee
  • President and trustee of the Somers Board of Education
  • Member of the World Economic Forum’s Expert NetworkHer service extends to mentoring faculty and students, hosting workshops, and facilitating research dissemination across institutions.

Awards and Recognition

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Portnoy’s work has been widely celebrated for its transformative impact on education. Notable accolades include:

  • SBIR/STTR Small Business of the Year award (2018).
  • Designer-in-Residence at the New York Hall of Science.
  • Multiple competitive grants from the NSF, IES, NIH, and other institutions to advance innovative educational technologies.

Notable publications

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  • Baecher, L. H., & Portnoy, L. (Eds.). (2024). Playful Pedagogy in Higher Education. Springer.
  • Portnoy, L., Sadler, A., & Zulick, E. (2023). Rising to the challenge: adult student perceptions of institutional supports to increase access to careers in biotechnology. Higher Education, Skills and Work-Based Learning, 13(2), 338-354.
  • Phillips, A., Milsom, E., Fiess, S., & Portnoy, L. (2021). Level Up Science: Design Thinking, Games and Project-Based Learning. In Teaching in the Game-Based Classroom (pp. 61-73). Routledge.
  • Portnoy, L. (2019). Designed to learn: Using design thinking to bring purpose and passion to the classroom. AScD.
  • Portnoy, L. I. N. D. S. A. Y., & Schrier, K. A. R. E. N. (2019). Using games to support STEM curiosity, identity, and self-efficacy. Journal of Games, Self, & Society, 1, 66-96.
  • Portnoy, L. B., & Rabinowitz, M. (2014). What's in a domain: understanding how students approach questioning in history and science. Educational Research and Evaluation, 20(2), 122-145.

Sources

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Politico: https://www.politico.com/states/new-york/city-hall/story/2014/08/training-institutes-begin-for-thousands-of-pre-k-teachers-014983

WaPo: https://www.washingtonpost.com/news/answer-sheet/wp/2015/02/14/more-than-500-researchers-sign-nclb-letter-to-congress-stop-test-focused-reforms/

https://cps.northeastern.edu/faculty/lindsay-portnoy/

https://new.nsf.gov/staff/lportnoy


https://designed2learn.co/