Publications and Presentations

Here at 7 Generation Games not only do we work hard to create educational games, but we’re frequently on the road collecting data, publishing, and presenting on the work we do, as well as about the overall state of educational games.


De Mars, A., Taken Alive, J., Ortiz, M., et al. (2022). Educators’ Perspectives on Factors Impacting STEM Achievement in Rural Indigenous Student- Serving Schools. The Rural Educator, 43(1), 24-36.

De Mars, A. (2021). Growing Math: Accessible, Cross-Curricular Education in Food and Agricultural Sciences. U.S. Department of Agriculture.

De Mars, A. (2020). Empiric Empires: Game-based learning preparing students for health careers. U.S. Department of Health and Human Services. Phase I.

De Mars, A. (2018). Crossroads: A Game of Choices: Computer-Based Intervention for Rural Youth Impacted by Substance Abuse. U.S. Department of Agriculture. Phase II.

De Mars, A., & Longie, E. (2018). The value of perseverance: Using Dakota culture to teach mathematics. Transmotion4(2), 113-131.

De Mars, A. (2016). Crossroads: Computer-based intervention for youth impacted by methamphetamine addiction. U.S. Department of Agriculture. Phase I.

De Mars, A. (2016). Aztech Phase II: Educational software for rural schools serving English learners. U.S. Department of Agriculture. Phase II.

De Mars, A. (2015). Aztech: Educational software for rural schools serving English language learners. U.S. Department of Agriculture. Phase I.

De Mars, A. (2015). Preparing Students for the Real World with SAS® Studio. Proceedings of the SAS Global Forum.

De Mars, A. (2013). Dakota Learning: Computer-Assisted Mathematics Instruction In A Cultural Context. Phase I Final Report. U.S. Department of Agriculture.


“SBIR Women Entrepreneurs Got Game, hosted by the U.S. Small Business Administration.” U.S. Department of Education ED Games Expo. Virtual. June 4, 2021. Maria Burns Ortiz.

“How The Learning Game Was Made.” U.S. Department of Education ED Games Expo. June 2, 2021. Virtual. Maria Burns Ortiz.

“Building STEM capacity in indigenous nations: Research, Practice and Future Plans.” 2021 Indigenous Education Research Conference. April 22, 2021. Virtual. Juliana Taken Alive, AnnMaria De Mars, Christy Hanson & Maria Burns Ortiz.

“Reducing, Not Introducing Barriers to Success in STEM Education.” National Indian Education Association Annual Conference. Virtual. October 8, 2020. Maria Burns Ortiz, Dr. AnnMaria De Mars, Juliana Taken Alive, Annette Mennem and Janna Jensen.

“Level Up: Engaging Students Using Video Games and Game Design Principles.” South Dakota Indian Education Summit. Virtual Symposium. Aug 10-24, 2020. Maria Burns Ortiz.

“Virtual-world learning in your real-world curriculum: Integrating educational games into standards based lesson plans”. Level Up Your Lessons. Virtual Webinar. Aug 4, 2020. Diana Sanchez.

“You Are Here: Using Game Design to Empower Underserved Youth.” Games for Change Virtual Summit. Virtual. July 15, 2020. Maria Burns Ortiz.

“Learning Without Hovering: How to Excite, Empower and Educate.” Social Studies Virtual UnConference. Virtual. May 13, 2020. Maria Burns Ortiz.

“Parental Un-involvement: Designing Lessons that Students Can Do With Minimal Home Help.” 21st Century Math: Engaging Online Students in Multi-Sensory Learning. Virtual. April 23, 2020. Maria Burns Ortiz.

“When Solving a “Small” Problem Can Have a Big Impact: How Developing Games for U.S. Tribal Communities Set Us Up for Global Expansion” Games for Change Summit. New York, NY. June 19, 2019. By 7 Generation Games CEO Maria Burns Ortiz.

“How the Game Was Made.” ED Games Expo. Presented by the U.S. Department of Education and The Kennedy Center. Washington, D.C. January 7, 2019. Maria Burns Ortiz.


Burns Ortiz, M. & Davis, W. (2016).  Ojibwe Culture and Video Games