Shantanu Tilak

Chesapeake Bay Academy- Center for Educational Research and Technological Innovation
  • Chesapeake Bay Academy- Center for Educational Research and Technological Innovation
    Administrator
The Ohio State University
Alumnus, 2023
Virginia Beach, Virginia, United States of America
Areas of Interest
Other Academic Areas
  •  23
    Investigating effects of the aloeVR technology on the HRV and emotion regulation of middle schoolers with learning disabilities
    with Traci Haly, Nathan C. Prince, and Kadie Kennedy
    Discover Education 5 1-15. 2026.
    Self-regulation, which subsumes variables like emotional and behavioral regulation is usually measured using self-report and qualitative techniques, but biomarkers like heart rate variability (HRV) are also indicative of self-regulation. This study understood whether using a mindfulness-based virtual reality (VR) technology, aloeVR, produced adaptive effects on the HRV and self-reported emotional regulation of neurodivergent middle schoolers diagnosed with ASD, ADHD, specific learning disability…Read more
  •  490
    Using action science to incorporate AI as a conversational agent in the college psychology classroom
    with Nathan C. Prince
    Lecture Notes in Networks and Systems 1869. 2026.
    This design study, conducted with 41 undergraduate students enrolled in an introductory college psychology class, describes a practical method for professors and learners to use action science and Gordon Pask’s cybernetics to co-design curricula fit for the Information Age by jointly bringing past experiences, acting, and reflecting as they use AI and other cutting-edge technologies in class, and in their everyday lives. Two cycles of experience, action, and reflection are described. Pask’s cybe…Read more
  •  539
    Immersive special education designed using the Cybernetic Theater as a metaphor
    with Tara Miner, Haley Newton, Nathan Prince, Jesse Lincoln, Natasha Christensen, Roo Shamim, and J. D. Ball
    Cybernetics and Human Knowing. forthcoming.
    In this study, the design philosophies behind, along with motivational and academic outcomes of an immersive VR-assisted online special education curriculum are described. Difficulties associated with allocating special education resources in US public school settings form a rationale for the creation of the program. The possibility for a portable immersive learning approach to activate students’ individual and collaborative problem-solving abilities and grant students greater freedom and contro…Read more
  •  105
    Creating a cybernetic feedback mechanism using ALEKS for students with ADHD
    with Marzena Bogacki
    Cybernetics and Human Knowing. forthcoming.
    This study shows how the Assessment andLearning in Knowledge Spaces (ALEKS) tool can beapplied to provide live assistance to high schoolstudents with attention deficit hyperactivitydisorder (ADHD), assist them in complexmathematical problem-solving, and increase theirself-efficacy for grasping concepts in precalculus.Gordon Pask’s conversation theory is used tovisualize human-machine interactions betweencomputer, student, and teacher in an ALEKS-assisted high school precalculus classroom, andmea…Read more
  •  753
    This paper synthesizes four studies conducted at a special education independent school and affiliated liberal arts university with teachers, senior high school students, and college learners 18 and up, focusing on applying AI to (1) design course blueprints, (2) create comic strip assignments, (3) mediate interactive Socratic discussions, and (4) use learning data to assist students with disabilities in mathematics classes. Gordon Pask’s cybernetics is used to visualize interactions to show how…Read more
  •  709
    Effects of technology-mediated professional development on special education teacher collective efficacy
    with Mindy Gumpert and Taryn Myers
    Education and Information Technologies (-). 2025.
    This mixed methods study investigates whether technology mediated collaborative practices during a professional development (PD) session led to growth in the collective efficacy of 21 special education teachers at an independent 1-12 school in Southeastern Virginia. This school specializes in individualized instruction for students with learning differences not limited to Autism Spectrum Disorder, Attention Deficit Hyperactivity Disorder, Specific Learning Disability, and their comorbidities. Te…Read more
  •  662
    Situating makerspace curricula for students with learning differences within Vygotsky’s cultural historical psychology
    with Rachelle Viar, Beau Turner, and Kadie Kennedy
    Universal Access in the Information Society (-). 2024.
    This mixed methods case study employed Vygotsky’s theory to show how peer and teacher contingent support created individualized zones of proximal development for three students with learning differences in a high school makerspace class at a special education institution. Our results expand extant literature by highlighting the intra- and interpsychological potential of makerspace curricula, specifically for students with learning differences. We employ mixed methods analyses of self-reported re…Read more
  •  24
    Designing courses with sustainable virtual learning communities: a STEM teacher candidate course that extends beyond higher education
    with Marvin Evans, Elizabeth Trolli, and Ashlyn Pierson
    Journal of Computing in Higher Education. 2023.
    College graduates, especially teachers, often feel alienated when starting their careers as they may lack robust support systems to help them address daily difficulties. Researchers study online learning communities as a model to address this missing support system; however, very little research exists on the benefits of embedding these learning communities into Science, Technology, Engineering, and Mathematics (STEM) teacher candidates’ (TC) coursework. In this design case, we identified that a…Read more
  •  1653
    A participatory, qualitative analysis of the use of MagicSchool AI for course design
    with Jesse Lincoln, Tara Miner, Natasha Christensen, Judy Jankowski, and Kadie Kennedy
    Journal of Sociocybernetics 19 (1): 43-106. 2024.
    This participatory study recounts conversational practices occurring between three teachers, a head of school, and a researcher during a month-long curriculum design workshop mediated by the MagicSchool AI technology to create social studies, language arts, science, and mathematics lessons for a virtual special education program. A social paradigm of AI-mediated educational practices is presented, wherein teachers interact with AI tools by embodying co-agency and a spirit of inquiry. Collective …Read more
  •  773
    Using text-to-image generative AI to create storyboards: Insights from a college psychology classroom
    with Blake Bagley, Jadalynn Cantu, Mya Cosby, Grace Engelbert, Ja'Kaysiah Hammonds, Gabrielle Hickman, Aaron Jackson, Bryce Jones, Kadie Kennedy, Stephanie Kennedy, Austin King, Ryan Kozlej, Allyssa Mortenson, Muller Sebastien, Julia Najjar, Sydney Queen, Milo Schuehle, Nolan Schulte, Emily Schwarz, Joshua Shearn, Kalyse Williams, and Malik Williams
    Journal of Sociocybernetics 19 (1): 1-42. 2024.
    This participatory study, conducted in an introductory psychology class, recounts self-reflections of 22 undergraduate students and their instructor engaging in a GenAI-mediated storyboard generation process. It relies on Gordon Pask’s conversation theory, structuring out the nature of interactions between students, instructor, and GenAI, and then uses a qualitative narrative to describe these conversational feedback loops constituting the creation of draft and final storyboards. Results suggest…Read more
  •  61
    Gamification in mobile-assisted language learning: A systematic review of Duolingo literature from public release of 2012 to early 2020
    with Mitchell Shortt, Irina Kunzetcova, Bethany Martens, and Babatunde Akinkoulie
    Journal of Computer Assisted Language Learning 36 (3): 517-554. 2021.
    More than 300 million people use the gamified mobile-assisted language learning (MALL) application (app) Duolingo. The challenging tasks, reward incentives, systematic levels, and the ranking of users according to their achievements are just some of the elements that demonstrate strong gamification elements within this popular language learning application. This application’s pervasive reach, flexible functionality, and freemium business model has brought significant attention to gamification in…Read more
  •  501
    Building transformative search engines: Understanding differences in the reflectivity of essays produced using ThoughtShuffler and Google
    with Ziye Wen, Chia-Hsin Yin, Latif Kadir, Paul Pangaro, and Michael Glassman
    Journal of Transformative Learning 11 (1): 30-48. 2024.
    Studies suggest college students/adult learners interacting with current search tools like Google display tendency to power-browse and adhere to page-ranking order in choosing sources to supplement writing. Such limitations may limit critical reflectivity. We present a tool, ThoughtShuffler which allows users to malleably alter neighborhoods of keywords and presents results as arrays of cards and collections that can be compared and contrasted. We conducted binary qualitative coding of essays pr…Read more
  •  36
    Spaces of rebellion: the use of multi-user virtual environments in the development of learner epistemic identity
    with Michael Glassman, Irina Kuznetcova, Tzu-Jung Lin, Qiannan Wang, and Amanda Walling
    Journal of Experimental Education 89 (3): 490-507. 2020.
    This paper discusses the role of Multi-User Virtual Environments (MUVEs) in the development of epistemic learner identity. MUVEs might help educators create the types of tasks and intellectual open spaces helping students with learner identity development in the information age. MUVEs can create new possibilities for dissemination and sharing of critical information (e.g. nonhierarchical, non-linear), opening up spaces of (safe) rebellion against top-down, teacher directed educational processes,…Read more
  • Using a mobile Virtual Reality and computer game to improve visuospatial self-efficacy in middle school students
    with Irina Kuznetcova, Michael Glassman, Ziye Wen, Marvin Evans, Logan Pelfrey, and Tzu-Jung Lin
    Computers and Education 192. 2022.
    Visuospatial (VS) skills, or one’s ability to mentally manipulate spatial information about objects, are critical to STEM enrollment, retention, and achievement. Low level of VS skills may deter some people from joining the STEM workforce or complicate their learning experience. While there is plenty of evidence suggesting that VS skills can be improved through training, few accessible training programs exist as of now, particularly for younger students. The current study proposes a new directio…Read more
  •  16
    COVID-19 has necessitated inquiry into the capacity of technology to build learning communities to solve problems beyond proximal boundaries. Platforms like Zoom offer pathways for communication and content-delivery, but little stimulus for collective online outcomes (projects/learning-objects/discussion forums). We aim to examine how monetized platforms fit within Marcuse’s technological rationality and its capacity to exercise social control. This owes to dominance of aspects of technology rel…Read more
  •  43
    Multi-User Virtual Environments (MUVEs) as Alternative Lifeworlds: Transformative Learning in Cyberspace
    with Michael Glassman, Irina Kuznetcova, Joshua Peri, Wang Qiannan, Ziye Wen, and Amanda Walling
    Journal of Transformative Education 18 (4): 310-337. 2020.
    Direct instruction (PowerPoint presentations, lectures) often imposes hierarchical classroom structures where the teachers are considered experts, imparting knowledge to passive learners. However, the emergence of tools like Multi-User Virtual Environments (MUVEs) encourages the creation of democratic learning environments. We hypothesize that these tools lead to higher degrees of civil discourse within the classroom and create transformative learning trajectories for students, allowing them to …Read more
  •  25
    Two Children's Stories about Food Security (edited book)
    with Michael Glassman
    The Ohio State University. 2023.
    These texts were created as part of a federally funded project (R305A200364) funded by the Institute of Education Sciences (IES), targeted towards the use of low-tech immersive learning for social studies instruction in Ohio's fourth and fifth grade classrooms. Texts and materials created as part of the Digital Civic Learning curriculum are free for use for educational purposes.
  •  1414
    From the Proscenium: The influence of Konstantin Stanislavski and the psychology of acting in Vygotsky’s work
    with Geoffrey Pelfrey, Michael Glassman, and Irina Kuznetcova
    Theory & Psychology 34 (1). 2023.
    The Soviet psychologist L. S. Vygotsky was immersed in theater and the arts through much of his life, collaborating with scholars of the psychology of acting, including Konstantin Stanislavski’s close confidante and long-time editor Liubov Gurevich, on terms and theories expressed in his historically defining text, An Actor’s Work. This article connects linguistic, theoretical, and methodological aspects of Stanislavski’s work with Vygotsky’s quest to develop a new psychology, finding its apogee…Read more
  •  32
    Metagames 2023 (edited book)
    with Claire Audia, Issaga Bah, Kate Barta, Marina Bulazo, Brennan Colvard, Noah Dzierwa, Sam Ferretti, Braxton Fries, Christopher Gehrke, Lillia Gipson, Colleen Greve, Julia Guo, Sarah Hammill, Christopher Jaenke, Anna Jahn, Kavya Jayanthi, Megan Lencke, Lily Marsco, Paige Moonshower, Parker Picha, Robek Bridgette, Leigha Schumaker, Kiersten Souders, Charlotte Stefani, Avery Tenerowicz, Ayla Wachowski, Landon Ward, Anna Woods, Nevin Woods, and Laura Zalewski
    The Ohio State University. 2023.
    This paper, co-authored by undergraduate students and their instructor part of an educational psychology seminar, describes a participatory curriculum design approach for preservice teacher education that focuses on the use of the principles of second-order cybernetics to teach about teaching and learning. Using elements of an Open Source Educational Processes framework, our Spring ESEPSY2309 section created project-based collective hive minds of preservice teachers, relying on a cybernetic app…Read more
  •  393
    Alternative lifeworlds on the Internet: Habermas and democratic distance education
    with Michael Glassman
    Distance Education 41 (3): 326-344. 2020.
    Current distance education practices can be susceptible to the types of content-heavy, top-down instruction often seen in physical classrooms. These practices are similar to the activities of corporations, which use recommendation systems and game theory to mold the public sphere and fragment it. We propose that free knowledge creation through open, multichannel communication needs to be used in distance education to permit both individual and collective agency for students to process knowledge …Read more
  •  530
    Using social network analysis as a cybernetic modelling facility for participatory design in technology-supported college curricula
    with Marvin Evans, Ziye Wen, and Michael Glassman
    Systemic Practice and Action Research 36 691-724. 2023.
    Despite iterative learning design being increasingly implemented, such approaches are often delineated by well-defined periods of design/implementation. However, second-order cybernetics, which suggests a participatory approach to learning design, involves responsively adapting learning environments to meet students’ needs, treating them as agentic participants in the classroom. In our mixed methods study, we investigate whether such a process can facilitate egalitarian participation and collabo…Read more
  •  796
    Investigating social studies teachers’ implementation of an immersive history curricular unit as a cybernetic Zone of Proximal Development
    with Michael Glassman, Monica Lu, Ziye Wen, Logan Pelfrey, Irina Kuznetcova, Tzu-Jung Lin, Eric Anderman, Adriana Martinez-Calvit, Kimiko Ching, and Manisha Nagpal
    Cogent Education 10 2171183. 2023.
    This qualitative study presents 27 students’ insights about four teachers’ implementation of an immersive Native American history curricular unit designed to equip students with digital skills to critically navigate complex, polarizing social issues. The Digital Civic Learning (DCL) curriculum used Google Suite and Google Classroom or Schoology to provide collaborative slides supporting immersive 2D-graphics, children’s books/resources, immersive activities/artefact-creation, and multimodal tool…Read more
  •  592
    Transcending post-truth: Open educational practices in the information age
    with Michael Glassman and Min Ju Kang
    Distance Education 44 (4): 637-654. 2023.
    This paper discusses operationalization of open educational practices (OEP) using innovative, Internet-influenced pedagogies to expose dangers of post-truth narratives. The first part reviews interpretations of OEP (associated with open-access and tools, collaboration, problem-centered learning, and democratic pedagogy) and explores possibilities for creating educational initiatives where students learn to create problem-solving communities mirroring an informationally healthy society. The secon…Read more
  •  52
    Designing Sociohistorically Sensitive Information Search: Experimental Analyses of Essays Written Using ThoughtShuffler and Google
    with Latif Kadir, Ziye Wen, Paul Pangaro, and Michael Glassman
    Cybernetics and Human Knowing 30 (1-2): 133-151. 2023.
    In an era marked by rapid information flows, search engine use often precedes online exploration. Search engines like Google function through reliance on over 200 signals that fine tune consumer behavior and provide ordered results. This process "adds a little something extra" to the idea of results ordered by pure conceptual relationships between keywords and phrases, and may stifle critical reflection. The search interface we test, ThoughtShuffler, designed using principles of Gordon Pask's cy…Read more
  •  830
    Cybernetics, education, and psychology: Discovering potentials (yet) unearthed
    Cybernetics and Human Knowing 30 (1-2): 23-44. 2023.
    This three part paper explores how the approaches of cybernetics (a field investigating how complex systems- brains, individuals, societies and machines navigate their realities) have influenced education and psychology over time. The first part recounts the establishment of first-order cybernetics, and the emergence of an observer driven approach to understanding the adaptation of living systems at the Macy Conferences. I suggest that psychology adopted the computational aspects of cybernetics …Read more
  •  1182
    This three-part article reinforces crosscurrents between cybernetician Gordon Pask’s work towards creating responsive machines applied to theater and education, and Vygotsky’s theory, to advance sociohistorical approaches into the internet age. We first outline Pask’s discovery of possibilities of a neoclassical cybernetic framework for human–human, human–machine, and machine–machine conversations. Second, we outline conversation theory as an elaboration of the reconstruction of mental models/co…Read more
  •  1352
    Applications of cybernetics to psychological theory: Historical and conceptual explorations
    with Michael Glassman, Irina Kuznetcova, and Geoffrey Pelfrey
    Theory & Psychology 32 (2): 298-325. 2022.
    This article outlines links between cybernetics and psychology through the black box metaphor using a tripartite narrative. The first part explores first-order cybernetic approaches to opening the black box. These developments run parallel to the decline of radical behaviorism and advancements in information processing theory and neuropsychology. We then describe how cybernetics migrates towards a second-order approach (expanding and questioning features of first-order inquiry), understanding ap…Read more
  •  951
    Gordon Pask’s Conversation Theory and Interaction of Actors Theory: Research to Practice
    with Thomas Manning, Michael Glassman, Paul Pangaro, and Bernard C. E. Scott
    Enacting Cybernetics 2 (1): 1-22. 2024.
    This three-part paper presents Gordon Pask’s conversation theory (CT) and interaction of actors theory (IA) and outlines ways to apply these cybernetic approaches to designing technologies and scenarios for both formal and informal learning. The first part of the paper covers concepts central to CT and IA, explaining the relationship between conceptual and mechanical operators, and machines mediating informal and formal learning. The second part of the paper applies visual representations of CT …Read more