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Ontario Tech acknowledges the lands and people of the Mississaugas of Scugog Island First Nation.

We are thankful to be welcome on these lands in friendship. The lands we are situated on are covered by the Williams Treaties and are the traditional territory of the Mississaugas, a branch of the greater Anishinaabeg Nation, including Algonquin, Ojibway, Odawa and Pottawatomi. These lands remain home to many Indigenous nations and peoples.

We acknowledge this land out of respect for the Indigenous nations who have cared for Turtle Island, also called North America, from before the arrival of settler peoples until this day. Most importantly, we acknowledge that the history of these lands has been tainted by poor treatment and a lack of friendship with the First Nations who call them home.

This history is something we are all affected by because we are all treaty people in Canada. We all have a shared history to reflect on, and each of us is affected by this history in different ways. Our past defines our present, but if we move forward as friends and allies, then it does not have to define our future.

Learn more about Indigenous Education and Cultural Services

Examples of student work

Game Development Workshops (GDW) Reels


  • Research - 2018
    • Aultman, A., Dowie, S., & Hamid, N. A. (2018, April). Design Heuristics for Mobile Augmented Reality Game User Interfaces. In Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems (p. LBW597). ACM.
    • Stahlke, S. N., & Zaman, L. (2018, April). Chromotype: A Computer-Assisted Design Tool for Palette Generation. In Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems (p. LBW109). ACM.
    • Stahlke, S. N., & Mirza-Babaei, P. (2018). Usertesting Without the User: Opportunities and Challenges of an AI-Driven Approach in Games User Research. Computers in Entertainment (CIE), 16(2), 9.
  • Research - 2017
    • Wilcocks, K., Halabi, N., Kartick, P., Uribe-Quevedo, A., Chow, C., & Kapralos, B. (2017, August). A virtual cardiac catheterization laboratory for patient education: The angiogram procedure. In Information, Intelligence, Systems & Applications (IISA), 2017 8th International Conference on (pp. 1-4). IEEE.
  • Research - 2015
    • Panjwani, D., Cioca, E., Drenikow, B. J., Chodan, C., Feng, T., Li, S., Kapralos, B. & Dunn, S. (2015, November). An evidence-based mobile app for emergency contraception awareness and education. In Interactive Mobile Communication Technologies and Learning (IMCL), 2015 International Conference on (pp. 66-68). IEEE.
  • Research - 2014
    • Shroeder, B., Kunanec, M., Kroese, B., Pollard, O., Sadoon, O., Kapralos, B., Brennan, B., Leach, J. & Jenson, J. (2014, October). Rapid recovery: a kayaking-based exergame for shoulder rehabilitation and physical fitness. In Games Media Entertainment (GEM), 2014 IEEE (pp. 1-4). IEEE.
  • Research - 2012
  • Research - 2011
    • Bassilious, E., DeChamplain, A., McCabe, I., Stephan, M., Kapralos, B., Mahmud, F., & Dubrowski, A. (2011, November). Power defense: a video game for improving diabetes numeracy. In Games Innovation Conference (IGIC), 2011 IEEE International (pp. 124-125). IEEE.


  • Entrepreneurship - 2017
    • Josh Bellyk, Samantha Stahlke, and Owen Meier were in their fourth year when they created their company, Ominous Games. Ominous Games was awarded a $5,000 prize at Spark Centre's Ignite 2017.


  • Art - 2018

    Jack McFadden-Finlayson- First Year:


    Joss Moo-Young- Second Year:


    Ethan Colucci- Third Year:


    Bri Stephenson - Fourth Year: