PhD, Pennsylvania State University
Director, Center for Digital Media, Innovation and Diversity
Center for History and NewMedia
Instructional Design and Technology
Learning Technologies Design Research
Phone: (703) 993-3669
Fax: (703) 993-2722
George Mason University
Thompson Hall L045
4400 University Dr.
Fairfax, VA 22030
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. Kevin Clark is a full professor in the Learning Technologies Division of the College of Education and Human Development at George Mason University. His research interests include the role of interactive and digital media in education, broadening participation in STEM careers and disciplines, and issues of diversity in children's media. In addition to his scholarly activities, Dr. Clark has more than 20 years experience as a designer, advisor, and consultant to informal learning and media organizations such as: National Park Service, Public Broadcasting Service (PBS), Corporation for Public Broadcasting (CPB), Common Sense Media, Fred Rogers Center, DHX Media, Disney Junior, Toca Boca, The Jim Henson Company, Hasbro, and Amazon Studios.
Because of his work, Dr. Clark has also been honored by the White House as a STEM Access Champion of Change and selected as a Fellow for the Television Academy Foundation Faculty Seminar. Dr. Clark holds both a B.S. and M.S. in computer science from North Carolina State University and a Ph.D. in Instructional Systems from Pennsylvania State University.
- Clark, K. (2017). Practical applications of technology as a key to reducing the digital divide among African American youth. Journal of Children and Media. New York, NY: Taylor & Francis Group
- Hatley, L., Winston-Proctor, C., Paige, G., Clark, K. (2017). Culture and computational thinking: A pilot study of operationalizing culturally responsive teaching (CRT) in computer science education. In A. Benson, R. Joseph, and J. Moore (Eds.), Culture Learning and Technology: Research and Practice. New York, NY: Routledge Publishing.
- Khalili Blackburn, N., and Clark, K. (2017). Students making science games: The design process of students incorporating science content into video games. In A. Benson, R. Joseph, and J. Moore (Eds.), Culture, Learning, and Technology: Research and Practices. New York, NY: Routledge Publishing
- Clark, K. (2016). Technology tools for family engagement: The role of diversity. In C. Donohue (Ed.), Family Engagement in the Digital Age: Early Childhood Educators as Media Mentors. New York, NY: Routledge Publishing.
- Rideout, V., Scott, K., & Clark, K. (2016). The digital lives of African American tweens, teens, and parents: Innovating and learning with technology. Available at https://cgest.asu.edu/digitallives
- Bill & Melinda Gates Foundation (2014 - 2016). African American Families Uses of Technology for Learning Outside of School.
- Dell (2013 - 2014). HFB STEM: Introducing STEM to elementary students
- National Science Foundation (2012 - 2016). STEM For All.
- Dell, Microsoft, ESA Foundation (2011 - 2013). Game Design @ Mason Afterschool Program.
- Defense Acquisition University (2009-2010). Learning Asset Technology Integration Support Tool (LATIST).
- AMD Foundation (2008-2009). Student Modified Energy Game.
- National Science Foundation (2007- 2011). ITEST: Game Design Through Mentoring And Collaboration.
- Hoop Magic Foundation (2006-2007). Improving Academic Achievement Though the Design and Development of Sports-Themed Educational Games.
- Mine Safety and Health Administration (2005-2006). Developing Training Strategy for Mine Supervisors.
- WIN-WIN Strategies Foundation (2003-2004). Using Best Practices for Technology Integration in High Schools to Build a Community of Practice.
- National Science Foundation (2002-2003). Bridging the Digital Divide by Using Self-Directed Learning Communities.
- U.S. Forest Service & Bureau of Land Management (2002). Cadastral Surveying and American Indian Rights Online Courses.
- U. S. Department of Education; Subcontract from George Washington University (2002). A Needs Analysis of Community Technology Centers.
- U.S. Forest Service (2001-2002). U.S. Forest Service & George Mason University Distance Learning Program
- George Mason University Graduate School of Education (2001). Instructional Technology Research Partnerships and Funding Opportunities. Faculty Research Development Grant.
News & Talks
- Gender and Entertaiment Media Panel at SXSW (March 2017)
- Diversity in Children's Media Panel at Kidscreen Summit (February 2017)
- Digital Lives of African American Tweens, Teens, and Parents Conversation at Family Online Safety Institute Conference (December 2016)
- Interviewed by Education Week and Ebony Magazine about Digital Lives of African American Tweens, Teens, and Parents Research Project (November 2016)
- White House Panel on Gender and Diversity in Children's Media and Toys (April 2016)
Courses Taught This Semester
Other Courses Taught
- Introduction to Learning Technologies (EDIT - 401)
- Instructional Design and Technology (IDT) Portfolio (EDIT - 601)
- Instructional Technology Foundations and Theories of Learning (EDIT - 704)
- Instructional Design (EDIT - 705)
- Advanced Instructional Design (EDIT - 730)
- Analysis and Design of Technology-Based Learning Environments (EDIT - 732)
- Virtual Worlds, Augmented Reality, and Gaming Applications (EDIT - 772)
- Advanced Topics in Education (EDIT - 797)
- Design and Implementation of Technology-based Learning Environments (EDIT - 752)
- Project Development Practicum I (EDIT - 791)
- Project Development Practicum II (EDIT - 792)
- Independent Study for the Doctor of Philosophy in Education (EDUC - 897)
- Advanced Internship in Education (EDUC - 994)
- Design Research Practicum (EDIT - 891)