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About

Drawing from a deep knowledge and passion for cognitive science, I work with educational stakeholders across the NEU/NExT network to transform the nature of today’s classrooms and enhance the learning experiences of our youngest citizens. As a former public school teacher, successful female founder and entrepreneur, author, and researcher, I bring the lens of cognitive science and authentic assessment to our shared work at NExT. Together we will create a more equitable system of education by building solutions that can scale to meet the needs of today’s most pressing issues. From designing and developing transformational educational initiatives to measuring the efficacy of those innovations to ensure maximum impact, we will work to ensure all of our children have access to high quality and purposeful learning from K to gray.

Education

B.A. Michigan State University, Marketing & Advertising
MS.Ed. Mercy College, Early Childhood & Urban Education
Ph.D. Fordham  University, Educational Psychology

Publications

Portnoy, L. (2019) Designed to Learn: Solving Problems with Purpose and Passion. ASCD.

Portnoy, L. (2019, October, 8) What is ‘design thinking’? And why does it belong in classrooms? Washington Post

Portnoy, L. (2019, June, 12). Design thinking: Bridging learning and real-world application. K12 Insight. Retrieved from https://www.k12insight.com/trusted/design-thinking-bridging-learning-and-real-world-application/

Portnoy, L., & Schrier, K. (2019) Using Games to Support STEM Curiosity, Identify, and Self-Efficacy. The Journal of Games, Society, and Self. 1(1), 66-96. Retrieved from https://kilthub.cmu.edu/articles/Journal_of_Games_Self_Society_Issue_1/7857578

Portnoy, L., (2019) Biome Builder: Tabletop Games that build STEM knowledge. In K. Schrier (Ed.), Learning, Education & Games: 100 Games to Use in the Classroom (5 pp.). Carnegie Mellon University: ETC Press.

Portnoy, L., & Bernasconi, H. (2019) VR Gets Right to the Heart of Learning from Cells to the Human Body. In K. Schrier (Ed.), Learning, Education & Games: 100 Games to Use in the Classroom (5 pp.). Carnegie Mellon University: ETC Press.

Portnoy, L., & Moore, R. (2019) Learning Games with Bite: How Venomous Marine Snails Fuel Engagement and Inquiry in the Classroom. In K. Schrier (Ed.), Learning, Education & Games: 100 Games to Use in the Classroom (5 pp.). Carnegie Mellon University: ETC Press.

Portnoy, L. (2018, November). Developing the whole child, one collaboration at a time. Getting Smart. Retrieved from https://www.gettingsmart.com/2018/11/developing-the-whole-child-one-collaboration-at-a-time/ 

Portnoy, L. (2018, August). How design thinking can help teachers solve real problems and find their voice. EdSurge. Retrieved from https://www.edsurge.com/news/2018-08-22-how-design-thinking-can-help-teachers-solve-real-problems-and-find-their-voice

Portnoy, L. (2018, April). Design thinking adds “why” to the “what” and “how” of learning. ASCD Express, 3(14). Retrieved from http://www.ascd.org/ascd-express/vol13/1315-portnoy.aspx

Portnoy, L. (2018, February). Level up your classroom assessments: Are you game? ASCD Express, 3 (12). Retrieved from http://www.ascd.org/ascd-express/vol13/1312-portnoy.aspx 

Portnoy, L. (2018, February). How SAMR and Tech Can Help Teachers Truly Transform Assessment. EdSurge. Retrieved from https://www.edsurge.com/news/2018-02-01-how-samr-and-tech-can-help-teachers-truly-transform-assessment

Portnoy, L. (2018, February). How Continuous Feedback Fosters Learning. Getting Smart. Retrieved from http://www.gettingsmart.com/2018/02/how-continuous-feedback-fosters-learning/

Portnoy, L. (2017, June, 30). Love in virtual reality. Digital Culturist. Retrieved from https://digitalculturist.com/love-in-virtual-reality-cf173a106e92 

Portnoy, L.B. & Holford, M. (2017, May 11). Children should be playing more games in the classroom. Here’s why… World Economic Forum . Retrieved from https://www.weforum.org/agenda/2017/05/children-should-be-playing-more-games-in-the-classroom-here-s-why/ 

Portnoy, L. (2017, April, 21). Ethics in virtual reality: Do the same rules apply? VU Dream. Retrieved from http://www.vudream.com/ethics-in-virtual-reality-do-the-same-rules-apply-dr-lindsay-portnoy/ 

Portnoy, L. (2017, April, 14). Human Motivation in the 4th Industrial Revolution. Digital Culturist. Retrieved from https://digitalculturist.com/human-motivation-in-the-fourth-industrial-revolution-78e82552030d

Portnoy, L. (2017, April, 4). Embodied cognition and the possibility of virtual reality. Digital Culturist. Retrieved from https://digitalculturist.com/embodied-cognition-and-the-possibility-of-virtual-reality-ca2ec8fd05ea 

Portnoy, L.B. (2015, May 6). The need for feedback. ACERT Hunter College. Retrieved from http://acert.hunter.cuny.edu/blog/the-need-for-feedback/2015/05/06/ 

Portnoy, L.B. (2015, April 28). How do you know when you don’t know? ACERT Hunter College. Retrieved from http://acert.hunter.cuny.edu/blog/how-do-you-know/2015/04/28/

Portnoy, L.B. & Rabinowitz, M. (2014). What’s in a domain: Understanding how students approach questioning in History and Science. Journal of Educational Research and Assessment, 20 (2), 122-145.

Rabinowitz, M., Acevedo, M., Casen, S., Rosengarten, M., Kowalczyk, M., & Portnoy, L.B. (2013). Distinguishing facts from beliefs: Fuzzy Categories. Psychology of Language and Cognition, 17 (3), 233-324.

Projects

Supporting NEU students in designing, developing, testing, and iterating on their innovations to enhance and extend the impact of education.
Writing for academic and widely read media about the impact of technology in education as an impetus to connect and exponentially accelerate learning on a global scale.

Upcoming Talks and Conferences

Conference on Educational Leadership 2019, Resilience in Action: A framework for raising voices, empowering educational stakeholders, and strengthening connections across the community
SXSWEdu, Industry Mentor
ASCD Empower 2020, Designed to Learn: Solving Problems with Purpose and Passion

Lindsay Portnoy

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@lindsayportnoy

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