917-455-1420 • michael.merriam@ucf.edu
I specialize in curriculum innovation through game dynamics. With a core skill set that includes instructional design, educational technology integration, and game theory, I create immersive learning experiences.
Created material, designed and/or updated modules, and taught courses Introduction to Digital Media and Game Design Portfolio Development
Created material for a TTRPG module, centered around an original creature with unique behavior, backstory, and lore
Designed and delivered course materials for undergraduate and graduate students that aligned with curriculum requirements. Leveraged multimedia tools to simulate collaborative writers' room experiences in online environments, enhancing student engagement. Re-focused all creative writing assignments and assessments toward industry skills acquisition. Prepared curriculum maps, and organized trainings on the preparation of curriculum maps for all faculty of the Creative Writing MFA program. Gained extensive knowledge of ACCSC accreditation standards through direct involvement in the accreditation process. Applied best practices in curriculum development and assessment to meet and exceed academic benchmarks. Adapted teaching methods and course materials in response to evolving accreditation requirements, demonstrating flexibility and a commitment to educational excellence.
Adapted works of literature into radio scripts for national syndication, including Timon of Athens and The Diary of Lady Murasaki.
Worked with the original manuscripts of juvenalia belonging to the Brontë siblings
Directed adaptations of literature for the university radio station
SIGDOC (Special Interest Group on Design of Communication) interactive poster session diagramming the potential of game balance (in the field of design) to provide new conceptual models of 'fairness' in the classroom
CFA Games Conference, University of Kentucky. The paper focused on using the asymmetrical rules for player roles in social deduction games as models for asymmetrical attendance policies, and for methods of including antagonistic students without needing to change their behavior or attitude.
NeMLA (Northeast Modern Language Association) conference paper on ludic curriculum design using AI to create egregoric NPCs of student groups, and incorporating narrative for enhanced student engagement.
NeMLA (Northeast Modern Language Association) seminar developing the concept of 'ludoception' to describe a cognitive faculty honed by games, linking thematic elements with game mechanics to enhance understanding of real-world systems and social rules.
Virtual-Based Games in Education Conference, synchronous online presentation about incorporating real-world inequalities into the design of gamified modules.
Integrating cutting-edge educational technology reshapes the classroom experience, leveraging tools that resonate with a digital-native audience, while meeting or exceeding the needs of non-student stakeholders.
Escape rooms, theatrical experiences, and experience working in film and television art departments
Narrative Design and Narrative Direction, including methods for influencing technical departments through plain language documentation
My work as editor of 'the first magazine for the iPhone' and with digital fashion photography written up in a September issue of the New Yorker magazine. https://www.newyorker.com/magazine/2008/09/29/dial-a-mag