Writings & Research

Peer-reviewed research, a patent, and conference talks at the intersection of games, learning, and AI — from UNESCO in Paris to the MIT Museum.

Publications

2024

Gaitan, L., Peña, M., Vivanco, M., & Stanton, L. (2024). Addressing the digital literacy gap in El Salvador. Learning Education Policy Analysis to Make The World Better, Volume 2, 277–302.

A practice-grounded account of implementing national-scale AI and digital literacy training in partnership with El Salvador's Ministry of Education.

2017

Gerber, H. R., & Gaitan, L. (2017). "Let's change already": Community activism and pro-social play in Egypt. Educational Technology, 57(2), 55–61.

Introduces the Pro-Social Play Schematic, a design framework for games that foster both learning and civic engagement, developed through the Litter Leader project.

Patent

2016

Gerber, H. R., Ashworth, M. L., Cronje, C. S., & Gaitan, L. E. (2016). Pro-social, educational game system (United States Patent US20160247414A1).

Conference Presentations & Talks

2024

Johnson, M., Lavi, R., de Weck, O. L., et al. (2024, June). A Comparative Study of the Impact of Virtual Reality on Student Learning and Satisfaction in Aerospace Education. 2024 ASEE Annual Conference & Exposition, Portland, Oregon.

2024

Gaitan, L. (2024, May). Gestures: Human perception of motion in virtual reality. MIT Museum: Virtual Reality and The Brain, Cambridge, MA.

2024

Gaitan, L., Peña, M. M., Vivanco, M., & Stanton, L. (2024, January). Addressing the digital literacy gap in El Salvador. Harvard Global Education Conference: Education, Climate Change, and Inequality, Cambridge, MA.

2015

Gerber, H. R., Gaitan, L., & Aboulkacem, S. (2015). Mobile games and citizen activism: Empowering girls in community engagement. UNESCO Mobile Learning Week Showcase, Paris, France.