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Kevin Clark

PhD, Pennsylvania State University
Professor
Director, Center for Digital Media, Innovation and Diversity
Center for History and NewMedia
Instructional Design and Technology
Learning Technologies Design Research

Contact Information

Send email to Dr. Clark

Phone: (703) 993-3669
Fax: (703) 993-2722

George Mason University, Fairfax Campus
Thompson Hall L045
4400 University Dr.
MS 5D6
Fairfax, VA 22030

Profile

Kevin Clark, Ph.D. is a Professor in the Division of Learning Technologies, and Founding Director of the Center for Digital Media Innovation and Diversity in the College of Education and Human Development at George Mason University. In addition to his scholarly work on the design and development of educational interactive media for diverse audiences, Dr. Clark has extensive experience as a designer and consultant in the areas of educational game design, online and interactive media, and issues of diversity and inclusion in digital media. He holds both a B.S. and M.S. in computer science from North Carolina State University as well as a Ph.D. in Instructional Systems from Pennsylvania State University.

Dr. Clark's research interests include the role of video games and interactive media in the education of children and adults. His recent scholarly activities focus on the use of video game design to increase interest in science, technology, engineering, and mathematics (STEM) careers; examining pathways and best practices for increasing diversity in STEM disciplines; and issues of diversity in the design and development of educational media. His research has been funded by organizations like: National Science Foundation, Microsoft, Entertainment Software Association, and Dell. Kevin also serves as an advisor to organizations such as: Public Broadcasting Service (PBS), Common Sense Media, the Fred Rogers Center, Disney Junior, and the National Parks Service.

Dr. Clark has also been honored by the White House as a STEM Access Champion of Change for his work to support and accelerate STEM opportunities for African American students, schools, and communities.

Recent Publications

  • Scott, K. & Clark, K. (Eds.) (2013). Digital Engagement for Urban Youth: From Theory to Practice [Special Issue]. Urban Education, 48(3).
  • Sheridan, K., Clark, K., & Williams, A. (2013). Designing Games, Designing Roles: A Study of Youth Agency in an Urban Informal Education Program. Urban Education, 48(3), 734-758.
  • Eugene, W. & Clark, K. (2012). E-Learning, Engineering and Learners of African Descent: A Needs Analysis. Journal of STEM Education: Innovations and Research, 13(2), 45-57.
  • Clark, K. (2012). E-Learning and underserved students. In J.A. Banks (Ed.), Encyclopedia of Diversity in Education. Newbury Park, CA: Sage Publications.
  • Khalili, N., Sheridan, K.,Williams, A., Clark, K., & Stegman, M. (2011). Students designing video games about immunology: Insights for science learning. Computers in the Schools, 28(3), 228 - 240.
  • Dabbagh, N., Clark, K., Dass, S., Al Waaili, S., Byrd, S., Conrad, S., Curran, R., Hampton, S., Koduah, G., Moore, D., &, Turner, J. (2011). Learning Asset Technology Integration Support Tool. Defense Acquisition Research Journal, 59(July).
  • Dass, S., Dabbagh, N., & Clark, K., (2011). Using Virtual Worlds: What the Research Says. Quarterly Review of Distance Education, 12(2).
  • Clark, K. and Sheridan, K. (2010). Game design through mentoring and collaboration. Journal of Educational Multimedia and Hypermedia, 19(2), pp. 125-145
  • Scott, K., Clark, K., Sheridan, K., Hayes, E., and Mruczek, C. (2010). Engaging More Students from Underrepresented Groups In Technology: What Happens if We Don't? Proceedings of Society for Information Technology and Teacher Education International Conference, pp. 4097-4104. Chesapeake, VA: AACE
  • Scott, K., Clark, K., Sheridan, K., Mruczek, C., and Hayes, E. (2010). Culturally Relevant Computing Programs: Two Examples to Inform Teacher Professional Development. Proceedings of Society for Information Technology and Teacher Education International Conference, pp. 1269-1277. Chesapeake, VA: AACE
  • Clark, K., Brandt, J., Hopkins, R., & Wilhelm, J. (2009). Making games after-school: Participatory game design in non-formal learning environments. Educational Technology, Nov-Dec, pp. 40-44.
  • Joseph, R. & Clark, K. (Eds.) (2009). Culturally relevant technology-based learning environments [Special Issue]. Educational Technology, Nov.-Dec.
  • Eugene, W. and Clark, K. (2009). The Role of Identity and Culture on Website Design. Multicultural Education & Technology Journal, 3(4), p. 256-265.
  • Sheridan, K., Clark, K. & Peters, E. (2009). How scientific inquiry emerges from game design. In C. Crawford et al. (Eds.), Proceedings of Society for Information Technology and Teacher Education International Conference 2009 (pp. 1555-1563). Chesapeake, VA: AACE
  • Clark, K. (2008). Educational settings and the use of technology to promote the multicultural development of children. In G. Berry, M. Ellis, & J. Asamen (Eds.), Handbook of Child Development, Multiculturalism, and Media. Newbury Park, CA: Sage Publications.
  • American Association of Colleges for Teacher Education (AACTE) Committee on Innovation and Technology (2008). Handbook of Technological Pedagogical Content Knowledge for Educators. New York, NY: Routledge.
  • Clark, K. & Moore, J. (Eds.) (2007). Looking beyond the digital divide: Participation and opportunities with technology in education [Special Issue]. Journal of Negro Education, 76(1).

Recent Presentations

  • Clark, K., Scott, K., Campbell, L., & Washington, G. (2013). STEM for all: Participation and pathways for students of color. Urban Education Institute. Addressing the 21st Century Imperative: Improving STEM success in communities of color. North Carolina A & T University; Greensboro, NC.
  • Clark, K. (2012). Using video games to increase minority participation in STEM disciplines. Urban Education Institute. African American Males in the STEM Professions: Strategies, Practices, Exemplars, Greensboro, NC.
  • Clark, K. (2012). Video games and STEM learning: Research implications for media practitioners. Children’s Media Conference. The University of Pennsylvania’s Annenberg Public Policy Center. Philadelphia, PA.
  • Clark, K. (2012). Diversity in children’s digital media: Content, access, use, and creators. Fred Forward Conference. Fred Rogers Center for Early Learning and Children’s Media. Latrobe, PA.
  • Clark, K. & Scott, K. (2011). Sustaining a Research Agenda for Education, Technology, Media, and Students of Color [One-Day Professional Development Course]. American Educational Research Association Annual Meeting, New Orleans, LA.
  • Clark, K. (2010a). Making games after-school: Participatory game design in non-formal learning environments. International Convention of the Association for Educational Communications and Technology, Anaheim, CA.
  • Clark, K. (2010b). Diversifying the STEM Workforce Through Innovative Afterschool Experiences - Serving Underrepresented Groups. National Afterschool Association & Afterschool Alliance Conference, Washington, DC.
  • Bean, S. & Clark, K. (2010). Scaling STEM Learning in the Afterschool Field. National Afterschool Association & Afterschool Alliance Conference, Washington, DC.
  • Clark, K. and Dabbagh, N. (2010). Defense Acquisition University's Selection and Integration of Advanced Learning Technologies. ED-MEDIA - World Conference on Educational Multimedia, Hypermedia & Telecommunications. Toronto, Canada.
  • Scott, K., Clark, K., Sheridan, K., Mruczek, C., and Hayes, E. (2010). Culturally Relevant Computing Programs: Two Examples to Inform Teacher Professional Development. Society for Information Technology and Teacher Education International Conference. San Diego, CA.
  • Scott, K., Clark, K., Sheridan, K., Hayes, E., and Mruczek, C. (2010). Engaging More Students from Underrepresented Groups In Technology: What Happens if We Don't? Society for Information Technology and Teacher Education International Conference. San Diego, CA.
  • Clark, K. (2010). Diversifying the STEM Workforce Through Innovative Afterschool Experiences - Serving Underrepresented Groups. National Afterschool Association & Afterschool Alliance Conference, Washington, DC.
  • Clark, K. (2010). New media, new diversity challenges. Invited Presentation, Kids @ Play Summit - Consumer Electronics Show; Las Vegas, VA.
  • Clark, K. (2010). Let's Talk Education: Technology in the classroom (television show). Invited Guest, WHUT - Washington, DC
  • Clark, K. & Buckleitner, W. (2009). Learning in color: Exploring diversity in children's educational digital media. National Educational Computing Conference, Washington, DC.
  • Clark, K., & Sheridan, K. (2009). Designing to win: Video game design in non-formal learning environments. National Educational Computing Conference, Washington, DC.
  • Clark, K., Sheridan, K. & Kelsey, R. (2009). Be the Game: Students as educational video game designers. National Educational Computing Conference, Washington, DC.
  • Sheridan, K., & Clark, K. (2009). The forgotten piece of the "gaming and literacy puzzle": Developing game media literacy through game design and production [symposium]. American Educational Research Association Annual Meeting, San Diego, CA.
  • Sheridan, K., Clark, K., & Peters, E. (2009). How scientific inquiry emerges from game design. Society for Information Technology & Teacher Education, Charleston, SC.
  • Clark, K. & Sheridan, K. (2009). ITEST: Student created games and simulations panel. Society for Information Technology & Teacher Education, Charleston, SC.
  • Clark, K. & Sheridan, K. (2008). Game design though mentoring and collaboration. Games + Learning + Society Conference, Madison, WI.
  • Sheridan, K. & Clark, K. (2008). Studio thinking and game design. Games + Learning + Society Conference, Madison, WI.
  • Clark, K. (2008). Learning by design: What children learn from designing digital games. National Popular Culture Association/American Culture Association Conference, San Francisco, CA.

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