Ryan Schaaf
Chair of Advanced Programs and Associate Professor
This profile is currently being updated. Some information may be incomplete.
Education
- Ph.D in Instructional Leadership for Changing Populations, Notre Dame of Maryland University, 2024
- Masters of Science in Educational Technology, Johns Hopkins University, 2007. Concentrations: Tech Leadership, Web-Based Instruction, Emerging Technology, eLearning, Instructional Design, Distance Learning & Technology Integration
- Bachelors of Science in Elementary Education, Towson University, 1999
Research
Interests
- Digital Game-Based Learning, Artificial Intelligence & Education, Online & Blended Learning, Competency-Based Learning, Curriculum Development, Digital Citizenship, Digital Fluency, Learning Design, STEM, Teacher Education, and Technology Integration
- ResearchGate
- ORCID
- Web of Science
Publications
- Schaaf, R., & Engel, K. (in press).The learning arcade: Empowering education with games. Linus Learning.
- Silver, P., Dupuis, J., Durham, R., Schaaf, R., & Pallett, L. (2025). Building technology integration at an urban school through a PDS partnership.ISTE/ASCD Conference Proceedings, San Antonio, TX.
- Silver, P., Dupuis, J., Durham, R. E., Schaaf, R. L., Pallett, L., & Watson, L. (2024). Building technology integration at an urban school through a PDS partnership.School–University Partnerships, 17(2), 185–204. https://doi.org/10.1108/SUP1020230041
- Schaaf, R., Zayas, B., & Jukes, I. (2022).Learner choice, learner voice: A teacher’s guide to promoting agency in the classroom. Routledge.
- Mohan, N., Jukes, I., & Schaaf, R. (2021).Literacy is still not enough. Modern fluencies for teaching, learning, and assessment.Corwin Press.
- Schaaf, R., & Engel, K. (2019).Learning with digital games. Amplify Reading.
- Schaaf, R., & Jukes, I. (2019).A brief history of the future of education: Learning in the Age of Disruption.Corwin Press.
- Schaaf, R., & Mohan, N. (2016).Game on: Using digital games for 21st-century teaching, learning, and assessment.Solution Tree Press.
- Jukes, I., Schaaf, R., & Mohan, N. (2015).Reinventing learning for the always-on generation: Strategies and apps that work.Solution Tree Press.
- Schaaf, R. (2015).Using digital games as assessment and instructional tools. Solution Tree Press.
- Schaaf, R., & Mohan, N. (2014).Making school a game worth playing: Digital games in the classroom.Corwin Press.
- Schaaf, R. (2012). Does digital game-based learning improve student time-on-task behavior and engagement in comparison to alternative instructional strategies?Canadian Journal of Action Research, 13(1), 50-64.
Presentations
- Schaaf, R. (2026). AI toolkit for teachers: Productivity, practice, & professional growth. Common Ground, Towson, MD.
- Schaaf, R. L., Silver, P., Dupuis, J., Durham, R. E., & Pallett, L. (2025, June). Building technology integration at an urban school through a PDS partnership. ISTE/ASCD Conference, San Antonio, TX.
- Schaaf, R. L. (2025, June). Prompt like a pro: Unlocking AI’s potential in higher ed. Future Ready Maryland: AI in Education Summit, UMBC.
- Schaaf, R. L. (2025). The learning arcade: The digital learning game database initiative. Games-Based Learning Virtual Conference (Virtual).
- Schaaf, R. L. (2024). A brief history of the future of education: Learning in the age of disruption. VSTE Conference, Virginia Beach, VA.
- Schaaf, R. L. (2024). A brief history of the future of education: Learning in the age of disruption. PET&C Conference, Hershey, PA.
- Schaaf, R. L. (2024). A brief history of the future of education: Learning in the age of disruption. Common Ground, Ocean City, MD.
- Schaaf, R. L. (2024). Learner choice, Learner voice. Common Ground, Ocean City, MD.
- Schaaf, R. L. (2024). Digital game-based learning, the state of flow, and its effects on learner focus, engagement, and time-on-task behavior: A comparative, experimental study. Games-Based Learning Virtual Conference 2024.
- Schaaf, R. L. (2023). A brief history of the future of education: Learning in the age of disruption. Common Ground, Ocean City, MD.
- Schaaf, R. L. (2023). Reinventing learning for the always-on generation: Strategies and apps that work. Common Ground, Ocean City, MD.
- Schaaf, R. L. (2023). Gaming and society: An honors course teaching next generation skills. Games-Based Learning Virtual Conference 2023.
- Schaaf, R. L. (2022, April). Does digital game-based learning improve motivation, focus, and on-task behavior? Poster presented at the American Educational Research Association (AERA) Annual Meeting, San Diego, CA. https://doi.org/10.3102/1889024
- Schaaf, R. L. (2022). Game on: Using digital games for teaching during the pandemic. FETC, Orlando, FL.
- Schaaf, R. L. (2022). Gaming and society: An honors course teaching next generation skills. Serious Play Conference (Virtual).
- Schaaf, R. L. (2021). A brief history of the future of education: Learning in the age of disruption. Common Ground (Virtual).
- Schaaf, R. L. (2021). Reinventing learning for the always-on generation: Strategies that work. Common Ground (Virtual).
- Schaaf, R. L. (2021). Gaming and society: An honors course teaching next generation skills. Serious Play Conference (Virtual).
- Schaaf, R. L. (2020). A brief history of the future of education: Learning in the age of disruption. Common Ground, Ocean City, MD.
- Schaaf, R. L. (2019). Reinventing learning for the always-on generation: Strategies and apps that work. FETC, Orlando, FL.
- Schaaf, R. L. (2019). A brief history of the future of education. FETC, Orlando, FL.
- Schaaf, R. L. (2019). Reinventing learning for the always-on generation: Strategies that work. Common Ground, Ocean City, MD.
- Schaaf, R. (2018). Game on: Using digital games for 21st century teaching, learning, and assessment. Serious Play Conference. Manassas, VA.
- Schaaf, R. (2018). Game on: Using digital games for 21st century teaching, learning, and assessment. FETC. Orlando, FL.
- Schaaf, R. (2017). Game on: Using digital games for 21st century teaching, learning, and assessment. Serious Play Conference. Manassas, VA.
- Schaaf, R. (2017). How to Make a Winning Play with Games. Content in Context Conference: AAP, Philadelphia, PA.
- Schaaf, R. (2016). Game on: Using digital games for 21st century teaching, learning, and assessment. EduGaming 2016. Lehigh Valley, PA.
- Schaaf, R., King, M., & Potter, L. (2016). Between a book and Grand Theft Auto: Lesson from Game-Based Learning. Content in Context Conference: AAP, Philadelphia, PA.
- Schaaf, R. (2016). Using digital games for deep and immersive learning. Young Innovator’s Fair. Philadelphia, PA.
- Schaaf, R. (2015). Reinventing learning for the always-on generation: Strategies and apps that work. Common Ground Conference, Ocean City, MD.
- Schaaf, R. (2015). Reinventing learning for the always-on generation: Strategies and apps that work. ISTE, Philadelphia, PA.
- Schaaf, R. (2015). Using digital games for 21st century teaching, learning and assessment. ISTE, Philadelphia, PA.
- Schaaf, R. (2014). Using games for digital age teaching, learning and assessment. ISTE, Atlanta, GA.
Professional Affiliations & Memberships
- International Society for Technology in Education
- Maryland Society of Educational Technology
- CSTA Maryland
- Common Sense Media
- Google Certified Educator