About

A computing educator and creative technologist working at the intersection of computation, design, and human learning.

My research and teaching explore how generative AI is reshaping learning, metacognition, creativity, and expertise, and how higher education can prepare students to work with intelligent systems critically, ethically, and creatively.

This work builds on more than twenty years of creating autonomous and generative computational systems that produce art, audio, and text. Across my work, I investigate how human needs, values, and creative practices shape the technologies we build, and how technology changes how we think, learn, and create.

Teaching

Philosophy

My classroom approach draws on cognitivism and constructivism: I believe students build understanding through hands-on experimentation, reflection, and revision rather than passive listening. Most real problems don't have one right answer or approach, so I want students to grow comfortable with ambiguity and iteration rather than searching for a single correct method. Mastering course content is only part of the goal. I want students to leave each course with the confidence to think and create independently, ready to meet new problems with curiosity, adaptability, and a willingness to iterate until their goals are achieved.

Pedagogy

In practice, this means borrowing structures from Agile development and iterative design. Every class includes protected time to test ideas without the pressure of grades, which opens the door to intellectual risk-taking and meets students wherever their prior experience puts them. I build in recurring cycles of experimentation, evaluation, and refinement, so revision becomes a normal and expected part of the process rather than a sign of failure.

Scholarship

Publications and Papers

Six Steps to Optimize Your Social and Digital Presence: A How-To Guide for Academics. Inside HigherEd. Baxter, Janell R., and Anne M. Mitchell, 2018. Online.

Gamiformics: A Systems-Based Framework for Moral Learning Through Games. In Proceedings of the International Symposium Sustainable Systems and Technologies, v3 (2015), Vol. 3. International Symposium Sustainable Systems and Technologies, Guschwan, William D., Janell R. Baxter, Thomas Seager, and Susan Spierre. 2015.

Gamiformics: A Systems-Based Framework for Moral Learning Through Games

STEM Education: Creating Meaningful Experiences with Interaction Design (Extended Session Abstract). Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, Vol. 136, 2014.

Generative Art and Pragmatic Physical Computing. Media-N, Journal of the New Media Caucus, V.06 N.01, 2010.

Games for Change: Creating Games of Social Value, Claiming Creativity: Art Education in Cultural Transition. A Joint International Symposium presented by Columbia College Chicago in partnership with the European League of Institutes of the Arts (Chicago, Illinois). With Mindy Faber. 2010. PDF.

Introduction to HTML Authoring. Aesthetics of Interactive Multimedia Course-Pack, 2002.

Virtual Learning Community: Online Tools Support In-class Teaching. Iverson, B.K. & Baxter, J. SITE, 2001. Abstract.

Writing

Recent Articles

Code-Adventure

Technical Editor

Technical Editor, Return on Engagement: Content Strategy and Web Design Techniques for Digital Marketing by Tim Frick and Kate Eyler-Werve. 2nd Edition, ISBN: 978-0-415-84461-1. 2014

Contributing Editor

Contributing Editor, BootCamp Manual. McCarthy Technologies. 2003, 2006

Contributing Editor, Dictionary of Artists, Managers, Performers, and Entrepreneurs by Chuck Suber. 3rd Edition, ISBN: 0929911059. 2002.

Code-Adventure

Articles and Lecture Notes. Teaching materials used in the PROG 102 Code course.

Coding videos. Podcasts and musical mnemonics.

Programming is Fun

C# Adventure Game. A guided hands-on introduction to programming in C#.

Programming is Fun: Playful Code Adventures A collection of code examples and information.