Academic vita

Gillian Andrews, EdD

(917) 568-3360 • gba [at!] gandre [dot!] ws


2008-present Producer, The Media Show

Continuing to produce the YouTube series on media literacy and digital rights I conceived at EdLab.
Successfully raised $9,175 through a Kickstarter crowd-sourced fundraising campaign to support production.
Media That Matters Fair Use Award recipient, 2010.

2012-present Web Consultant, International Center for Cooperation and Conflict Resolution

Solving data-management problems for an academic website; managing WordPress and custom CMS backend.


2010-2011 Post-doctoral Fellow, Anthropology in Education

Google Academic Research Award. Wrote and was awarded a grant to continue my research on conversation analysis on blog comment threads.


Teachers College, Columbia University (New York, NY)

2010 Doctor of Education (EdD), Communications in Education
2007 Masters of Education (EdM), Communications in Education

Hampshire College (Amherst, MA)

1999 Bachelor of Arts
Threshhold Grant for promising senior thesis.
Johnson Scholarship.
Managing Editor, The Forward (campus newspaper)


Varenne, H., Andrews, G., Hung, A., Wessler, S. (in press) Polities and politics of ongoing assessments: Evidence from video-gaming and blogging. In D. Tannen and A. Trester (Eds.), Language and New Media: Papers from GURT 2011. Washington, DC: Georgetown University Press.

Andrews, G. and Varenne, H. (2011). Education into the online world: Appropriation of online text in the production of everyday life. Global Media Journal 11(18). Retrieved March 13, 2012 from

Andrews, G. (2008). Gameplay, Gender, and Socioeconomic Status in Two American High Schools. E-Learning. 5 (2), 199-213. Retrieved March 13, 2012 from

Andrews, G. (2007) “Dance Dance Revolution.” In F. von Borries, S. Walz, and M. Böttger (Eds.), Space Time Play: Computer games, architecture, and urbanism (pp 20-21). Basel, Switzerland: Birkhauser.

Andrews, G. (2006). Land of a Couple of Dances: Global and Local Influences on Freestyle Play in Dance Dance Revolution. Fibreculture (8). Retrieved March 13, 2012 from

Andrews, G. (2006) Unit Operations: An Approach to Videogame Criticism. (book review) Teachers College Record, September 15th, 2006. Retrieved March 13, 2012 from


Andrews, G. (2012, February 17) Has the address bar had its day? .net Magazine. Retrieved March 13, 2012 from

Andrews, G. (2010, March 15) Web Illiteracy: How much is your fault? ReadWriteWeb. Retrieved March 13, 2012 from

Andrews, G. (2003) “Like It or Not: A fluffy word with a hefty problem.” Bitch Magazine. 21 (Summer 2003). Anthologized in Bitch’s tenth-anniversary compilation: (2006) Bitchfest. L. Jervis and A. Zeisler (Eds.) New York: Farrar, Straus and Giroux.

Also see additional publications in the popular press.


Andrews, G. (2011) The Role of Blog Software Threading Affordances In Turn-Taking Errors Online. Georgetown University Roundtable on Languages and Linguistics, Washington, DC.

Andrews, G. (2010) “You’re Doing It Wrong”: An ethnomethodological approach to disruptions in online literacies. American Anthropological Association Conference, New Orleans, LA.

Andrews, G. (2010) The Media Show: Engaging YouTube viewers and others in discussions about media production. New Media Consortium Conference, Anaheim, CA.

Andrews, G. (2010) Bloggers vs. “AOL Users”: A digital divide of use and literacy. Hawaii International Conference on Systems Sciences, Koloa, HI.

Andrews, G. (2008) Baby Games, Boy Games, Games for Nerds: Class and gender gaming disparities among U.S. youth. Under the Mask: Perspectives on the gamer. Luton, UK.

Andrews, G. (2008) Who Will Play Your Educational Game? Listening to Gender and Class Differences. EDUCAUSE Western Regional Conference, San Francisco, CA.

Andrews, G. (2007) A Digital Gaming Divide: Differences in the Game Literacy Practices of Low- and High-Income Students. American Educational Research Association Conference, Chicago, IL.

Hammer, J., Black, J., Kinzer, C., Andrews, G., Zhou, Z. (2007) Serious Games: A Preparation for Future Learning Approach. Game Developers Conference, San Francisco, CA.

Andrews, G. (2006) Playing the Digital Divide: Game-Related Literacy Practices Of High- and Low-SES High School Students. Youth Violence and the Violation of Youth: Cultural Studies Insights for Education Conference, New York, NY.

Andrews, G. (2005) A Tale of Two Shooters: Comparing the Digital Game Practices and Literacies of High- and Low-SES High School Students. National Reading Conference, Miami, FL.

Andrews, G. (2005) Flat Feet and Freestyle: A preliminary investigation into the creative environment of Dance Dance Revolution. Creative Gamers Conference, Tampere, Finland.

Andrews, G. (2004) The Sunnydale Sock Puppet Theater Presents: Internet Literacies Take On Television Literacies. National Reading Conference, San Antonio, TX.


Andrews, G., West, J., Meier, E. (2010) Towards Open Libraries and Schools. The Next HOPE (Hackers on Planet Earth) Conference, New York, NY.

Andrews, G. (2010) Presentation on digital divides. Slideshow and Tell, Brooklyn, NY.

Andrews, G. (2008) Presentation on media literacy theory and the development of The Media Show. Pratt Institute School of Information and Library Science, New York, NY.

Andrews, G. (2008) The Source Of All Stupid On The Internet. IgniteNYC, New York, NY.

Andrews, G. (2008) Hacking the Young Lady’s Illustrated Primer: Dispatches from the Field of Educational Technology. The Last HOPE Conference, New York, NY.

Andrews, G. (2007) Reports from Second Life. EdLab, Teachers College, New York, NY.

Andrews, G., O’Donnell, A., Blaze, M. (2006) Hackers and Academia. HOPE Number Six, New York, NY.


Macro: Epistemology; historiography and the historical evolution of professions and academic disciplines; digital and media literacy; technical affordances for verifying identity online (i.e. OpenID and Lessig’s “architectures of credentials”).

Sociopolitical frame: Media ownership, media ecology, attention economies, grassroots media movements; hacking, online privacy, and copyright.

Micro: Time and space in digital and mediated communication; conversation analysis, including the organization of online written and offline conversations, as well as gesture, gaze, proxemics, and other elements of social interaction management.

Creative: Film and video, game design, puppetry, dance.


2010 Visiting Instructor, Brooklyn International High School (Brooklyn, NY)

Developed and led a five-week workshop on media literacy and video production for high school students.

2008-2010 Graduate Assistant, Gottesman Video Collective at Teachers College (New York, NY)

Developed video production, media literacy, and viral video curriculum materials for The Media Show.
Developed a media literacy supplement to Spike Lee’s When The Levees Broke.

2007 Research Consultant, Linden Lab (San Francisco, CA)

Developed best practices for tutorials in Second Life.
Modfied new user orientation, solving problems with navigation, digital rendering, and user dropoff.

2001 Counselor, Young Writers Workshop, University of Virginia

Teacher’s assistant in nonfiction writing workshops for high schoolers.
Developed and led workshops for high school students on topics including debate, web design, and culture-jamming movements.

2000-2001 AmeriCorps*VISTA Volunteer, WHEDCO (Bronx, NY)

Led afterschool classes, writing workshops for third and sixth graders.
Developed curriculum materials for adult education, including a comic on the work of Jean Piaget.


2008 Research Consultant, PeerView Press (New York, NY)

Reviewed online instructional system for medical education; recommended improvements based on research in multimedia, cognition, and case-based education.

2007 Research Consultant, Linden Lab (San Francisco, CA)

Ran data on new user retention.
Set up observation lab; conducted user research with Morae; disseminated results as short videos.
Changes my research recommended were included in a major overhaul of the interface.

2005 Research Consultant, McGraw Hill Higher Education (New York, NY)

Ran study assessing usability of digital supplement interface, content for educational psychology textbook.
Researched textbook market of credentialing programs for teachers.

2004-2007 Research Assistant, Spencer joint dissertation group, Teachers College (New York, NY)

Researched development of history and urban planning expertise by players of SimCity and Civilization.

2003-2004 Research Assistant, CTELL Project at Teachers College, Columbia University (New York, NY)

Researched effects of technology and real-life problem scenarios on teacher education on NSF-funded grant.
Developed digital tool for live data collection in classrooms.
Responsible for managing and tracking information from study participants.


2008-2010 Graduate Assistant and Associate Producer, Video Collective

Produced five-minute episodes with three-week turnaround (schedule ranging from weekly to monthly).
Managed staff of volunteer puppeteer/writers, assorted interns; coordinated with other collective staff.
Participated in 360° critique at weekly production workshops.
Wrote, storyboarded, designed, lit, shot, edited, color-corrected, sound-corrected, promoted, published.

2004 Production Intern, Sesame Workshop (Astoria, NY)

On set during the 35th season of Sesame Street. Firsthand view of episode planning meetings.

2004 Consultant, McGraw Hill Higher Education (New York, NY)

Developed standards for video for digital supplement accompanying educational psychology textbook.
Coordinated national production of video segments.


Software and code

Experienced with Final Cut, Photoshop, FileMaker Pro, blogging software, SPSS, Morae, Atlas.TI.
Competent with Dreamweaver, InDesign, NVivo, Soundtrack Pro, Motion, other branded equivalents.
Sophisticated knowledge of how search engines work and relate to other online applications.
Familiar with Java and Python.
Familiar with CSS; some experience modifying PHP.
Experienced on Mac, PC, and UNIX platforms; competent working from the command line.

Game Design

Developed a design document for a Nintendo DS game about horses, for publisher Destineer Studios (not released).
Competent scripter in Second Life.
Familiar with end-user and 2D game engines.

Other Skills

Longstanding experience working and playing in the diverse communities of New York City.
Fluent in French; some competency in written and spoken Spanish.
Basic photography skills, studio lighting skills.