
Degrees
- 1999 Ph.D., Faculty of Education (Curriculum and Instruction)
- 1994 M.A., English Literature, University of British Columbia
- 1992 B.A., English Literature, University of Washington
2019-Present
Professor, Digital Languages, Literacies, and Cultures, The University of British Columbia
2013-2019
Director, Institute for Research on Digital Learning, York University
2012-current
Full Professor, Faculty of Education and Faculty of Graduate Studies, Graduate Programme in Education, York University
2006-2012
Associate Professor, Faculty of Education and Faculty of Graduate Studies, Graduate Programme in Education, York University
2001-2006
Assistant Professor, Faculty of Education and Faculty of Graduate Studies, Graduate Programme in Education, York University
2001-2002
Instructor, Teacher Education Program, Faculty of Education, Simon Fraser University
2000-2001
Instructor, Faculty of Education, University of British Columbia
2000
Research Supervisor, School of Sociology, Simon Fraser University
1999-2001
Post-doctoral Research Associate, School of Communications, Simon Fraser University
Jenson, J., Brushwood Rose, C., & Lewis, B. (2007). Technology Policy Unplugged: Technology Policies and Practices in K-12 Education in Canada. McGill-Queen’s University Press.
de Castell, S. & Jenson, J. Editors (2007). Worlds in Play: International Perspectives on Digital Games Research . New York: Peter Lang.
de Castell, S. & Jenson, J. Editors. (2005). Changing Views: Worlds in Play. Digital Games Research Association Conference Proceedings. Burnaby, BC: Simon Fraser University Press.
Jenson, J. & de Castell, S. (2016). Gamer-hate and the ‘problem’ of women. Finding feminism. Y. B. Kafai, G. Richard & B. Tynes (Eds.). Diversifying Barbie and Mortal Kombat: New perspectives on gender and race in gaming cultures. Boston: MIT Press.
Jenson, J., Droumeva, M. & de Castell, S. (2016). ‘Command and Conquer’: Violence in Video Games. In D. Schmid (Ed.). Violence in American Popular Culture. Santa Barbara, California: ABC-CLIO.
Jenson, J., Dayha, N., & Fisher, S. (2014). Scaffolds and structures: Reading student produced media in a DIY club. In Boler, M. & M. Ratto (Eds.) DIY Citizenship: Critical Making and Social Media. Boston, Mass: MIT Press.
Jenson, J. & Sarkeesian, A. (2012). Buffy vs. Bella: The Re-emergence of the Archetypal Feminine in Vampire Stories. In G. Schott & F. Martin Fanpires: Audience Consumption of the Modern Vampire.
Jenson, J., de Castell, S., Taylor, N., Droumenva, M. & Fisher, S. (2012). Learning instruments: Baroque culture gets game. In J. Fromme & A. Unger (Eds.), Computer games, game cultures: A handbook on the state and perspectives of digital games studies. New York, NY: Springer. Altered version of M. S. Khine (Ed) publication.
Jenson, J. and de Castell, S. (2011). Reassembling the production line. In Birgitt Wagner and Waltraub Gausgruber (eds.), Tricky Women. Marburg, Germany: Shuren Verlag: 145-158.
Jenson, J., Taylor, N., de Castell, S., Droumeva, M., & Fisher, S. (2011). Baroque Baroque Revolution: New Rules for an Old Game. In M. S. Khine (Ed.). Playful Teaching, Learning Games: New Tool for Digital Classrooms, pp. 65-86. Rotterdam, the Netherlands: Sense Publishers.
Jenson, J. & de Castell, S. (2010) Girls@play: An ethnographic study of gender and digital gameplay. Handbook of Research in the Social Foundations of Education. Steve Tozer, Bernardo P. Gallegos, Annette Henry, Mary Bushnell Greiner, & Paul Groves Price (Eds.), p. 504-514.
de Castell, S. & Jenson, J. (2010). “You can’t get there from here”: Research and redirections. Learning Research as a Human Science. National Society for the Study of Education (NSSE) Yearbook. Bill Penuel and Kevin O’Connor (eds.) Teachers College Press, 109, 1.
Jenson, J. & de Castell, S. (2018). “The entreprenurial gamer”: Regendering the order of play. Games and culture. https://doi.org/10.1177/1555412018755913
Jenson, J. & Droumeva, M. (2017). Revisiting the media generation: Youth media use and computational literacy instruction. Journal of elearning and digital media. https://doi.org/10.1177/2042753017731357
Jenson, J., de Castell, S., Thumlert, K. & Muehrer, R. (). Assessing Epidemic: Learning about contagious disease through a playful digital environment. Digital Cultures and Education.
Dahya, N. & Jenson, J. (2015). Mis/representation: Explorations in school-based media production with Muslim girls. Diaspora, indigenous and minority education.
Jenson, J., Taylor, N., de Castell, S. & Dilouya, B. (2015). Playing with our selves: Multiplicity and identity in online games. Feminist media studies, 1-20.
Taylor, N., Bergstrom, K., Jenson, J. & de Castell, S. (2015). Alienated Playbour: Relations of Production in EVE Online. Games & Culture, 1-24.
Bergstrom, K., Fisher, S., Jenson, J. (2014). Disavowing ‘that guy’: Identity construction in massively multiplayer online games. Convergence: The international journal of research into new media technologies, 1-14.
de Castell, S., Jenson, J. & Thumlert, K. (2014). From simulation to imitation: Controllers, corporeality & mimetic play. Simulation & gaming.
Thumlert, K., de Castell, S. & Jenson, J. (2014). Short cuts and extended techniques: rethinking relations between technology and educational thinking. Educational philosophy and theory, 1-18.
Taylor, N. Jenson, J., de Castell, S. & Dilouya, B. (2014). Public displays of play: Studying online games in physical settings. Journal of computer-mediated communication.
Jenson, J. & de Castell, S. (2013). Tipping points: Marginality, misogyny and video games. Journal of Curriculum Theorizing, 29, 2, 72-85.
Jenson, J. Dahya, N. & Fisher, S. (2013). Valuing production values: A ‘do it yourself’ media production club. Learning, media and Technology, 1-14.
Jenson, J., Fisher, S. & de Castell, S. (2011). Tactics, Confidence & Leadership: Gender, Play & Performance. International Journal of Gender, Science and Technology, 3(1), 149-169.
Lotherington, H. & Jenson, J. (2011). Teaching Multimodal and Digital Literacy in an L2 Setting: New Literacies, New Basics, New Pedagogies. Annual Review of Applied Linguistics, 31, 226-46.
Jenson, J., Taylor, N. & de Castell, S. (2011). Epidemic: Digital Learning goes Viral. Canadian Journal of Curriculum Studies, 8, 2, 28-49.
Jenson, J. & de Castell, S. (2011). Girls@Play: An Ethnographic Study of Gender and Digital Gameplay. Feminist Media Studies, 2 (11), 1-13.
Jenson, J. & de Castell, S. (2010). Gender, Simulation and Gaming: Research Review and Redirections. Simulation and Gaming, 41, 51-71.
de Castell, S., Boschman, L. & Jenson, J. (2009) In and Out of Control. Loading: A Journal of the Canadian Game Studies Association. Available online at: http://journals.sfu.ca/loading/index.html.
de Castell, S. & Jenson, J. (2006). No Place like Home: Sexuality, Community and Identity among Street-Involved “Queer and Questioning” Youth. McGill Journal of Education, 41, 3, 26-47.
de Castell, S. & Jenson, J. (2005). Seeing Things: Queer Streets, Mobile Homes and Moving Targets. Perspectives on Urban Education. Online at: http://www.urbanedjournal.org/commentaries/comment0010.htm.
Jenson, J. & de Castell, S. (2004). “Turn It In”: Technological Challenges to Academic Ethics. Education, Communication and Information, 4 (2/3), 245-267.
de Castell, S. & Jenson, J. (2004). The Attentional Economies of New Learning Environments. Educational Theory, 54 (4) p. 381-97.
de Castell, S., Bryson, M. & Jenson, J. (2002). Object Lessons: Towards an Educational Theory of Technology. First Monday, 7, 1, January, [On-line]. Available at: http://firstmonday.org/issues/issue7_1/castell/index.html.