Kevin Clark

Kevin Clark
George Mason University | GMU · College of Education and Human Development

Ph.D.

About

19
Publications
4,305
Reads
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348
Citations

Publications

Publications (19)
Article
Despite multiple efforts and considerable funding, historically marginalized groups (e.g., racial minorities and women) continue not to enter or persist in the most lucrative of fields - technology. Understanding the potency of culturally responsive teaching (CRT), some technology-enrichment programs modified CRP principles to establish a culturall...
Article
Full-text available
Collaboration (GDMC), an informal education program in 3D computer modeling and 2D interactive game design serving primarily African American youth aged 7 to 19 years in the Washington, D.C. metro area, transformed from a program designed and taught by adults to one designed and taught by youth. In Year 1, 8% of youth participants held a leadership...
Article
Collaboration (GDMC), an informal education program in 3D computer modeling and 2D interactive game design serving primarily African American youth aged 7 to 19 years in the Washington, D.C. metro area, transformed from a program designed and taught by adults to one designed and taught by youth. In Year 1, 8% of youth participants held a leadership...
Article
Full-text available
Exposing American K–12 students to science, technology, engineering, and math (STEM) content is a national initiative. Game Design Through Mentoring and Collaboration targets students from underserved communities and uses their interest in video games as a way to introduce science, technology, engineering, and math topics. This article describes a...
Article
Full-text available
As of September 30, 2008, the Defense Acquisition Workforce was just under 126,000 personnel; an estimated 76 percent of that 2008 workforce was classified as baby boomers--the majority of which are now approaching retirement (DoD, 2007). Waiting in the wings is the gamer generation. As these gamers enter the workforce and subsequently become stude...
Article
Full-text available
The findings from an after-school program entitled Game De-sign through Mentoring and Collaboration (GDMC) funded by the National Science Foundation's Innovative Technology Experiences for Students and Teachers (ITEST) program. A total of 139 middle and high schools students in the Washing-ton, D.C. metropolitan area to learn the basics of professi...
Article
Full-text available
Children from under-resourced areas are less likely to attend schools with advanced level computer science courses than those in more affluent schools. Girls of color enter technology fields at a lower rate than White females. Perhaps responsively, there is a growing understanding of how to change the tide and level the technological playing field...
Conference Paper
Full-text available
Drawing on our work with 200 students in a Saturday and summer game design program, we focus on how scientific inquiry emerges from students designing game components using 3-D modeling and animation. When students create game components as such a basketball shooting through a hoop, a series of dominoes collapsing, and the trajectory of an arrow sh...
Chapter
Full-text available
In the College of Education and Human Development at George Mason University, we have created three independent strands or tracks—each with its own mission, its own target population, and its own connections and collaborations with external organizations and institutions. Track 1 is the Instructional Design and Development (IDD) track, serving thos...
Article
Full-text available
The goal of this exploratory research study was to use the self-directed learning framework in a nonformal learning environment to determine how an underserved community would use technology. The factors that support self-directed learning in a nonformal learning environment were the ability to communicate, access information, and acquire knowledge...
Article
Full-text available
The purpose of this study was to examine the impact of an online learning environment on student computer use, classroom/school activities, and parental involvement. An online learning environment was created with the goals of giving students access to a variety of software programs from home and school, facilitating home-school connectivity, and i...
Article
Full-text available
With the continuing debate of the use and impact of technology on young children, this article examines the impact on technology on the academic self-efficacy and career intentions of African American students. The results from this study may be applicable to teaching, implementation, and use of technology with young children.

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