Aleshia Hayes, Ph.D.

Aleshia Hayes, Ph.D.

Clinical Associate Professor

SURGE (Simulation, User Research, Game Experience) XR

Email

athayes@smu.edu

Office Location

316B

Phone

(214) 768-5149

Biography

Dr. Aleshia Hayes is a Clinical Associate Professor in the Guildhall at 无码专区 (无码专区). Hayes founded the SURGE XR Lab at Purdue Fort Wayne and has brought the lab with her from Indiana to Texas.  Dr. Hayes earned a PhD in Modeling and Simulation from the University of Central Florida in 2015, a BA in Psychology and Computer Science certifications from Purdue University in 2001, MA in Communication from Purdue University in 2008, and MS in Modeling and Simulation from the University of Central Florida in 2014.  Dr. Hayes’ interdisciplinary background enables her to conduct research on many related topics including games for education and training, virtual reality (VR), and augmented reality (AR),  mixed reality (MR), extended reality (XR), 3D virtual environments,  virtual learning environments, simulation,  game design, game development, player experience, usability/user experience (UX), human centered computing, gamification, serious games, presence, and social presence. Some of her funded projects include ; Readerverse: Immersive Library Reading Experience; ; User Experience and Cognitive Impact of Virtual Reality Fitness Experiences; and various projects investigating attitudes, intention to adopt, and integration approaches to the and extended reality.
 
Dr. Hayes is passionate about developing, evaluating, and iterating on technology used for learning in formal and informal environments.  She works tirelessly to encourage students at all levels to pursue STEM education and STEM careers with the explicit goal of expanding and diversifying STEM education and the STEM workforce. Her efforts to recruit students into STEM range from public exhibits of Virtual Reality, to K12 classroom visits, to app development camps for middle and high school aged students to hosting interdisciplinary game development events. Dr. Hayes leverages her research funded by NSF, NIH, the Department of Defense and the Bill and Melinda Gates Foundation to inform Learning Technology design and implementation across learners from K12 and university levels to the workforce.  

Specializations

Level Design, Software Development

Professional Experience

  • Assistant Professor of Learning Technologies – University of North Texas
  • Assistant Professor of Computer Science/Information Systems Purdue University Fort Wayne 
  • Mobile Gaming Masters of Science Course Director Full Sail University 
  • Director of Technology: TeachLivE:  Synthetic Reality Lab (SREAL) University of Central Florida (UCF)
  • Active Lab – Research Associate Robotics Collaborative Alliance University of Central Florida (UCF)
  • Freelance Consulting with Mursion, GamesReviews.com, Black Girl Nerds, NATO, and the National Science Foundation

Education

  • PhD, Modeling and Simulation University of Central Florida, Orlando, FL
  • MS, Modeling & Simulation University of Central Florida, Orlando, FL
  • Graduate Certificate, Instructional Design University of Central Florida, Orlando, FL
  • MA, Communication Purdue University, Fort Wayne, IN
  • BS, Psychology Purdue University, Fort Wayne, In
  • Computer Science Certificate Purdue University,  Fort Wayne, IN

Shipped Games and Contributions

Research

  • 2023      The Center for Integrative Research in Computing and Learning Sciences (CIRCLS), resource center for the Research on Emerging Technology for Teaching and Learning (RETTL) program at the National Science Foundation (NSF). $1,500.  
  • 2023      “Research on Immersive Tools for Teaching and Learning Literacy,” Gordon England, $25,000
  • 2023      “Research on Immersive Tools for Teaching and Learning Literacy,” UNT DSI CLEAR (Center for Learning, Education, and Research), for $50,000 
  • 2022    “EAGER: A Training Tool to Help Teachers Recognize and Reduce Bias in Their Classroom Behaviors and Increase Interpersonal Competence,” National Science Foundation, $300,000.00
  • 2022      CREATE Grant. Seeking Mentoring and Collaboration opportunities with University of Southern California (USC) Faculty at the Institute for Creative Technologies. $5000.00
  • 2022    Redesign LTEC 1100 to use Open Educational Resources (OER). $3,000
  • 2021     Visualizing the Choreography of Teaching: Team Mentoring Grant," University of North Texas, $5,000
  • 2020      American Association of University Women (AAUW) - Design Thinking for STEM Discovery through Immersive Media Summer Camp $10,000
  • 2020      "Global Venture Fund," Sponsored by University of North Texas, Local, $2,000.00
  • 2020    "Levels of Avatar Fidelity for Immersive Learning," Sponsored by University of North Texas, University of North Texas, $3,000.00
  • 2020      "Understanding the impacts of avatar fidelity on users’ sense of presence and learning in a mixed reality setting," Sponsored by Office of Research, University of North Texas, $10,000.00
  • 2020    National Science Foundation Conference No Cost Extension for Doctoral Consortium at IEEE VR Conference Atlanta, Georgia. $17,000
  • 2020    National Science Foundation Conference Grant for Doctoral Consortium at IEEE VR Conference in Osaka, Japan. $17,000 
  • 2018    National Science Foundation Conference Grant for Doctoral Consortium at IEEE VR  Conference in Reutlingen Germany. March 2018 – March 2019. $30,000 
  • 2018     Indiana Manufacturing Collaborative (IN-MaC) Grant: Development of an Augmented Reality App for Meister Cook Product Visualization. May– December 2018. $40,000. 
  • 2018      Purdue Scholarship of Engagement Fellowship. Engaging Middle School Students in STEM through SURGE lab. $2,500. 
  • 2017      In Kind Gift Northeast Indiana Innovation Center (NIIC)- Lab Space and Microsoft Hololens for Senior Capstone Project. $7,500. 
  • 2017      Institute for Research, Scholarship, and Creative Endeavors Award to Create a Virtual Reality Environment to track Human Movement In Virtual Space. $12,000 
  • 2017      Northeast Indiana Innovation Center. Global Game Jam Support. $1000.00
  • 2017      Vice Chancellor Award for Outreach Support to Organize Modern Artificial Intelligence and Cognitive Science (MAICS) Conference $10,000 
  • 2017      Northeast Indiana Innovation Center (NIIC) Global Game Jam Support. January 2017 - $300.00 
  • 2017      Purdue Service Learning Award - funding to support Global Game Jam, $500.00 
  • 2016      Science Central Portal to the Public Faculty Fellow, 2016 - $750.00
  • 2016      Facebook - Oculus Launch Pad – VR Development workshop, travel, stipend, and hardware  $7,500

Achievements

  • 2025 Invited Participant: Dagstuhl Summit: The Future of Games and Society
  • 2021 - 2025 Fellow: CUFF (Collaborative for UNT Online Faculty Fellows) at the University of North Texas. Focus on four areas of inquiry (AI/VR/AR, Active learning flexible classroom instruction, Multimedia, and Accessibility & Inclusion)
  • 2020-2022 Net Dragon Faculty Fellow, Sponsor: Net Dragon, University of North Texas
  • 2022 Nominee: Best Online Course Development. University of North Texas
  • 2022 Recipient: Top 5 Grant Funding Recipients, UNT College of Information
  • 2022 Lead of Best Computer Science Senior Capstone Project, UNT Computer Science
  • 2021 AECT Faculty Consultant for NATO NENA microlearning, NATO
  • 2019 Nominated for UNT Presidential Award, University of North Texas

Publications

  1. Hayes, A.T., Lund, B., Brand., B. (2025). Chapter 30: AI Fundamentals: Building AI Literacy through a Microlearning Microcredential for the Broader Campus Community. Mapping the Landscape of STEM Microcredentials : Frameworks, Applications, and Future Directions. Springer.
  2. Hayes, A. T., Eutsler, L., & Robson, D. (2025). Systematic review of NSF VR projects. ILRN Immersive Learning Conference. Chicago, USA.
  3. Hayes, A. T., Fowler, M. (2025). UX & intent to adopt VR in Elite Dangerous. Electronic Imaging 2025.
  4. Hayes, A. T., Heap, T., Eutsler, L., Knapp, E., Haseeb, A., & Kandu, N. (2025). Designing a mixed reality library experience. IEEE VR 2025, Saint-Malo, France.
  5. Hayes, A. T., Quarles, J., Welch, G., & Fox, D. (2025). Does DEIA Still Matter? IEEE VR 2025. Saint-Malo, France.
  6. Hayes, A. T., Martinez, K. T., Karlin, B., Wieland, P., Clayton, K., & Asif, R. (2024). Acting on immersion: 360° videos in VR inspire behavior change. International Journal of E-Learning, 23(4), 397-414.
  7. Yoo, Y., Segal, J., Hayes, A., & Won, A. (2024). Teacher gaze behavior data visualization. ACM CHI 2024 Late Breaking Work, Honolulu, USA.
  8. Hayes, A., Robinson, S., Bai, A., & Noonan, R. (2024). This is Not a Game: Users Want a Safe and Ethical Metaverse. SITE International Conference. Las Vegas, NV.
  9. Warren, S. J., Churchill, C., & Hayes, A. (2024). A Service-Based Measurement Model. In Disruptive Technologies in Education and Workforce Development. IGI Global.
  10. Hayes, A. (2024). Creating a Diverse & Supportive Lab. IEEE VR 2024 IDEATEXR. Orlando, FL.
  11. Hayes, A. (Panelist). Utah Games Summit, Salt Lake City, UT.
  12. Fox, D., Hayes, A. T., Quarles, J., & Smith, M. (2024). Putting DEIA in our DNA. IEEE VR 2024.
  13. Hayes, A. (Panelist). Metaverse Safety Week: Design of Education and Training XR.
  14. Hayes, A. T., Bradshaw-Ward, D., Howard, E., McAdams, M., & Cockerham, D. (2023). Engaging Novice XR Users in STEM Education. IEEE VR Workshop KELVAR. Shanghai, China.
  15. Johnson, M., Johnson, B., Hayes, A. T., & Cockerham, D. (2023). Perspectives on equitable access to VR technologies. SITE Interactive Online 2023.
  16. Bradshaw-Ward, D., Howard, E., Hayes, A. T., & Cockerham, D. (2023). Camp Designed for Immersive Tech Experiences for Underrepresented Girls. Texas Distance Learning Association, Galveston, TX.
  17. Hayes, A. T. (Panelist). Tech Power to Economic Power: Closing the Digital Gender Gap. UN NGO Forum.
  18. Hayes, A. T. (Author & Presenter). Immersive Learning. Texas Woman’s University Research, Inclusion & Innovation Speaker Series.
  19. Hayes, A. T., Bland, D., Kaplan Rakowski, R., Heap, T., & Archibald, A. (2022). Implementing low-cost immersive 360° video technology. Journal of Applied Instructional Design, 11(3), 143–156.
  20. Dolowitz, A., Collier, J., Hayes, A. T., & Kumsal, C. (2022). Iterative design of a microlearning mobile app for NATO. Tech Trends, 67, 143-149.
  21. Hayes, A. T. (2022). Engaging students through situated learning in game development. International Journal on E-Learning, 241-250.
  22. Hayes, A. T., Hughes, C., & Bailenson, J. (2022). Identifying and coding behavioral indicators of social presence. Frontiers in Virtual Reality.
  23. Hayes, A. T. (2022). Will Virtual Reality Connect or Isolate Students? In Bridging Human & AI. Springer.
  24. Hayes, A. T. (Panelist). Web XR Education Summit: Gamification & Instructional Design.
  25. Hayes, A. T. (Panelist). XR Safety Initiative. Metaverse Safety Week.
  26. Hayes, A. T., Daughrity, L., & Meng, N. (2021). Approaches to integrate VR into K-16 lesson plans. Tech Trends, 65(3), 394-401.
  27. Hayes, A. T., Dhimolea, T. K., Meng, N., & Tesh, G. (2021). Levels of immersion for language learning. In Contextual Language Learning. Springer.
  28. Hayes, A. T. (2021). NATO NTTC Conference: Levels of Immersion in XR. Virginia Beach, VA.
  29. Hayes, A. T. (2021). CHI Mentoring Program: Remote Work & Collaboration Panel.
  30. Hayes, A. T. (2020). User centered design of a gamified immersive virtual library. Acta Ludologica, 3(2), 98-101.
  31. Hayes, A. T. (2020). Social XR – The Future of Social Interaction in the New Normal. ICAT-EGVE 2020.
  32. Hayes, A. T. (2020). PPTELL Conference Co-Chair: Use of Technologies in Teaching Low Resource Languages. UNT/Taiwan Normal Univ.
  33. Hayes, A. T. (2020). XR Research in Dept. of Learning Technologies. Honors College Presentation. UNT.
  34. Steed, A., Ortega, F. R., Williams, A. S., Kruijff, E., Stuerzlinger, W., Batmaz, A. U., … & Hayes, A. (2020). Evaluating immersive experiences during Covid-19 and beyond. ACM Interactions, 27(4), 62–67.
  35. Fowler, M., Hayes, A. T., & Binzani, B. (2019). The social net of sentiment. Intelligent Systems Conference (IntelliSys). London, UK.
  36. Hayes, A. T., & Johnson, K. R. (2019). Cultural embodiment in VR education and training. International Conference on Smart Learning Environments. Springer.
  37. Hayes, A. T., & Warren, S. J. (2019). Calculating the valuable returns of learning technologies assets. E-Learn Conference. New Orleans, LA.
  38. Hayes, A. T. (2019). Finding Your Place in Academia after your PhD. IEEE VR Doctoral Consortium. Osaka, Japan.
  39. Hayes, A. T. (2019). TeachLIVE Annual Conference: Scaffolding Levels of Fidelity in Teacher Training. UCF, Orlando, FL.
  40. Hayes, A. T. (2019). U.S.-China Smart Education Conference (Presenter & Co-Chair). Denton, TX.
  41. Johns, J., Hayes, A. T., Grant, L., & Caldwell, D. (2018). Classroom Gamification. HCI International 2018. Las Vegas, NV.
  42. Hayes, A. T. (2018). Will Immersive Environments Connect or Isolate Us? Dawn or Doom Conference. Purdue University, IN.
  43. Hayes, A. T. (2017). Using Mental Models to Design for Learning. HCI International 2017. Vancouver, Canada.
  44. Hayes, A. T. (2016). Human Factors in Instructional Design of Serious Games. Human Factors in Training Symposium. Orlando, FL.
  45. Hayes, A. T., & Hughes, C. E. (2016). Mixed Reality to train Medical Professionals. MMVR Conference. Los Angeles, CA.
  46. Hardin, S., Brown, S., & Hayes, A. T. (2015). The Effectiveness of TLE TeachLivE™. IEEE VR 2015. Arles Provence, France.
  47. Hayes, A. T. (2014). An approach to holistic development of serious games. HCI International 2014. Heraklion, Greece.
  48. Hayes, A. T., Straub, C. L., Dieker, L. A., Hughes, C. E., & Hynes, M. C. (2013). Ludic learning. IJGCMS, 5(2), 20-33.
  49. Hayes, A. T., Hardin, S. E., & Hughes, C. E. (2013). Perceived presence’s role in a mixed reality classroom. HCI International 2013. Las Vegas, NV.
  50. Hardin, S. E., & Hayes, A. T. (2013). Increasing teacher behaviors through technology. ACRES National Special Education Conference. Orlando, FL.

Media Coverage

  • "SURGE Into STEM Camp Shows Girls What Is Possible," NBCDFW. (June 14, 2022).  
  • "UNT Girls STEM Camp at UNTHSC campus," ABC. (June 15, 2021).  
  • "Roadmap to Research Success," UNT Research Magazine. (February 11, 2022). 
  • "At New STEM Camp, Ideas Surge,” North Texan(July 21, 2021). 
  • “What If VR Games Could Create Empathy?”  UNT's The Lab series. Website Address:   
  • Interview: Student Blog: Women In STEM: Aleshia Hayes. Blog. (January 28, 2022). 
  • Interview: "People are using Discord for work, whether Discord likes it or not," Protocol. (2021).  
  • "Episode 31 - Brave New Reality: Exploring Research into Virtual Environments UNT Pod," Podcast. (August 30, 2021).   
  • TAMS Introductory:  "UNT Research Learning Technologies Hayes Aleshia." (2020)
     

Question and Answer

How did you end up on your career path?

All I wanted was to last more than 30 seconds in a game of Ms. Pac-Man. Even at 7, I understood the importance of iteration. My best friend — who had her own Atari and therefore the luxury to hypothesize which routes (and risks) were most survivable — could play for what seemed like eons before the dreaded death spiral rang out. I begged my parents for an Atari. To my joy and chagrin, they bought me a computer instead. “If you want to play games, you can make them yourself,” they said. I was an only child and didn’t have anything else to do, so I started messing around, making games, and learning more about computer science.  The rest is history.
 
Do you have a favorite "life lesson” quote or best piece of advice? How has this been relevant in your life?

My driving quote is, “Problems can hold opportunities” This has been relevant in my life for as long as I can remember. This is a bit related to my personal optimism, but more importantly in seeing that we can not only work to solve problems, but also to find the opportunities in the problems we are facing.  One example of this is the creation of my research lab.  When I started at Purdue Fort Wayne, none of the existing labs were a good fit for my interests. This led me to create the SURGE (Simulation, User, Research, and Game Experience) XR lab. This lab has helped me stay focused on my passions. It ahs also allowed me to build a lab that researches the things I care deeply about. Insteaf of fitting into another person’s idea of how research should be completed, I created my own path.
 
How would you define a successful game? Is there a game or franchise you think best captures these tenets?

A successful game pulls the player into a state of immersion and flow with an embedded sense of fun. These elements can manifest in different ways, but they do manifest in successful games.  For me, I’d also like games to make the player better, which can also manifest in many ways. Games can help with mental health and sense of wellbeing, or they can help with paradigm shifts of learning new perspectives, they can connect people to friends, family, or new acquaintances, or they can teach concepts or facts. I think Civilization and Assassin’s Creed do this.  To some extent I’d say Detroit become human also satisfies my criteria as an immersive experience in which I experienced a flow state and felt I learned and grew as a critical thinker.
 
What are you most excited about?

I’ve been very lucky in my career to partner with some amazing people and teams. I look forward to working with the students in the Guildhall to impact the design and development of future games that will have local, national, and global impacts. I’m similarly excited to bring forward some games from the SURGE XR lab to the commercial space to improve education and training, especially by increasing access and engagement.