Dr. Kevin A. Clark
PhD, Pennsylvania State University
Professor Emeritus of Education
Director, Center for Digital Media, Innovation and Diversity
Center for History and New Media
Learning Technologies Design Research

Contact Information

Send email to Dr. Clark

Phone: (703) 993-3669
Email: kclark6 (@gmu.edu)

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. 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: Public Broadcasting Service (PBS), Corporation for Public Broadcasting (CPB), Cartoon Network, Jim Henson Company, Fred Rogers Company, DHX Media, Disney Junior, Toca Boca, Hasbro, Mattel, Facebook, Netflix, Amazon Studios, and WGBH Kids. Dr. Clark currently serves as: a member of the board of directors for Fred Rogers Productions, a member of the Barbie Global Advisory Council, and an advisor on the Children's Advertising Review Unit (CARU).   

Dr. Clark was honored by the Obama White House as a STEM Access Champion of Change and selected as a Fellow for the Television Academy Foundation Faculty SeminarDr. 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.

Recent Publications

  • Clark, K. (2020). Seeing is believing: Racial diversity in children's media. In C. Donohue (Ed.), Exploring key issues in early childhood and technology: Evolving perspecitives and innovative approaches. New York: Routledge.
  • Katz, V., Gonzalez, C., and Clark, K. (2017). Digital Inequality and Developmental Trajectories of Low-income, Immigrant, and Minority Children. Pediatrics, 140(Supplement 2), 132 – 136.
  • 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

Other Information

Grants

  • 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