Yolanda Rankin

Yolanda Rankin
Florida State University | FSU

PhD

About

64
Publications
18,768
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1,013
Citations
Introduction

Publications

Publications (64)
Article
The SIGCSE board is committed to creating a welcoming, safe, and inclusive environment for all members of the SIGCSE community. As stated in our email on October 7th 2022: "The SIGCSE Board is taking these matters very seriously and is working on specific next steps and a timeline for addressing them. We are committed to developing ways forward to...
Article
In this forum we explore different perspectives for how to apply intersectionality as a critical framework for design across multiple contexts. --- Yolanda A. Rankin and Jakita O. Thomas, Editors
Article
With increased focus on historically excluded populations, there have been recent calls for HCI research methods to more adequately acknowledge and address the historical context of racism, sexism, gendered racism, epistemic violence, classism, etc. In this paper, we utilize Black feminist epistemologies to serve as critical frameworks for understa...
Article
In this forum we explore different perspectives for how to apply intersectionality as a critical framework for design across multiple contexts. --- Yolanda A. Rankin and Jakita O. Thomas, Editors
Article
Despite the increasing number of women receiving bachelor’s degrees in computing (i.e., Computer Science, Computer Engineering, Information Technology, etc.), a closer look reveals that the percentage of Black women in computing has significantly dropped in recent years, highlighting the underrepresentation of Black women and its negative impact on...
Article
Video games that require players to utilize a target or second language to complete tasks have emerged as alternative pedagogical tools for Second Language Acquisition (SLA). With the exception of vocabulary acquisition, much of the prior research in game-based SLA fails to gauge students' literacy skills, specifically their morphological awareness...
Article
In this forum we explore different perspectives for how to apply intersectionality as a critical framework for design across multiple contexts. --- Yolanda A. Rankin and Jakita O. Thomas, Editors
Article
In this forum we explore different perspectives for how to apply intersectionality as a critical framework for design across multiple contexts. --- Yolanda A. Rankin and Jakita O. Thomas, Editors
Article
Speech-based interfaces that feature conversational agents have a diverse population of users, including children. While recent HCI research has investigated child-agent interactions in the context of speech-based interfaces with rare mention of sample populations' racial makeup, scant research has examined how racially minoritized groups, in parti...
Article
In this paper, three Black women in HCI and CSCW share their experiences of being Black women academics enduring a global pandemic that is disportionately impacting the Black community while simultaneously experiencing the civil unrest due to racial injustice and police brutality. Using Black feminist epistemologies as a theoretical framework and a...
Article
Game-based second language (L2) learning represents an ideal alternative to foreign language classroom instruction. However, despite a diverse player demographic, the design of L2 games is often not informed by players representative of marginalized populations, especially women of color (i.e., Black women). Such oversight in the design process con...
Article
Full-text available
In this forum we explore different perspectives for how to apply intersectionality as a critical framework for design across multiple contexts. --- Yolanda A. Rankin and Jakita O. Thomas, Editors
Article
Community + Culture features practitioner perspectives on designing technologies for and with communities. We highlight compelling projects and provocative points of view that speak to both community technology practice and the interaction design field as a whole. --- Sheena Erete, Editor
Conference Paper
Few gender-focused studies of video games explore the gameplay experiences of women of color, and those that do tend to only emphasize negative phenomena (i.e., racial or gender discrimination). In this paper, we conduct an exploratory case study attending to the motivations and gaming practices of Black college women. Questionnaire responses and f...
Conference Paper
African American women who have little if any experience in computer programming prior to matriculation into college often struggle in introductory CS courses that emphasize programming from the outset. These same students feel underprepared and disadvantaged, oftentimes choosing to withdraw from such courses which contributes to the underrepresent...
Conference Paper
Ibram X. Kendi, in his book Stamped from the Beginning, lays out the argument that structures (political, economic) drive inequitable systems, and it is our enculturation in those systems that lead to ignorance and bigotry. Our goal, in this BOF, is to discuss the dominant social, political, and curricular structures of the discipline of computing,...
Conference Paper
HCI is a field where diversity should be considered in the systems we build and study. As such, it is important to cultivate a growing group of diverse researchers with a range of experiences to contribute to difficult design, research, and computational problems. Therefore, the CHIMe organizers invite graduate and undergraduate students to attend....
Article
Full-text available
Computational algorithmic thinking (CAT) is the ability to design, implement, and assess the implementation of algorithms to solve a range of problems. It involves identifying and understanding a problem, articulating an algorithm or set of algorithms in the form of a solution to the problem, implementing that solution in such a way that the soluti...
Conference Paper
Full-text available
Prior research about games designed to promote Second Language Acquisition (SLA) typically involves one of two perspectives: 1. an overview of the gaming system and its architecture; or 2. an evaluation of the gameplay experience and its impact on students' SLA. Less is known about why certain game design decisions were made or how these decisions...
Chapter
Over the course of three years, we have developed the It's All In The Mix module as part of an introductory Computer Science (CS) course that is a required course for all STEM majors. It's All In The Mix currently consists of a set of integrated food-focused activities that expose students to computational algorithmic thinking (CAT)-the ability to...
Book
In recent years, diversity in learning environments has become a pivotal topic of conversation for educators. By enhancing underrepresented students' computational thinking skills, it creates more room for future career opportunities. Moving Students of Color from Consumers to Producers of Technology is a comprehensive reference source that provide...
Conference Paper
Prior research has established video games as effective pedagogical tools for Second Language Acquisition. However, few game studies evaluate the gameplay experience from foreign language students' perspective; even fewer game studies specifically examine women's perceptions of language learning video games. For the purpose of understanding how to...
Conference Paper
Computer Science courses seek to hone students' computational algorithmic thinking (CAT) capabilities. Oftentimes, students fail to recognize the connection between CAT in everyday life and its application in academic settings. One context in which people have a great deal of experience and expertise engaging in the design, implementation, and asse...
Conference Paper
Full-text available
The demand for computing professionals continues to grow, while women and minorities remain severely underrepresented at all levels. This opening SIGCSE 2013 keynote asks the crucial question "What can WE do to change the face of computing?" Several ...
Conference Paper
Full-text available
Large organizations often weigh the trade-offs of standardization versus customization of business processes. Standardization of processes results in cost reduction due to the focus on one process management system, one set of applications supporting it, and one set of process specifications and instructions to maintain and support. On the other ha...
Article
Full-text available
The hallmark of service—value co-creation—is not easy to achieve in B2B IT service engagements. Typically, client and provider are both complicated organizational entities with multiple agendas and diverse stakeholders, and engagements often extend over years. We analyzed a number of IT service engagements to better understand their complex dynamic...
Conference Paper
Service delivery organizations oftentimes overlook opportunities to cultivate client relationships due to a lack of awareness of the totality of touchpoints, or interactions, that occur between service delivery personnel and client personnel over time. To enable service delivery organizations to strategically manage their client relationships, we i...
Conference Paper
We present initial findings of on-going work, which examine pre- and post-natal services available to women in rural Laare, Kenya as well as cell phone appropriation by service providers and consumers as initial steps in service design for access.
Conference Paper
Front stage interactions, or touch points, take place between service providers and clients and play an important role in shaping the clients' overall service experience. Service delivery teams engage client personnel in a variety of touchpoints for the purposes of delivering services, resolving problems, managing customer relationships, and develo...
Conference Paper
Full-text available
The interactions between service providers and their clients (touchpoints) define the service experience for clients and providers alike. In the context of IT outsourcing services, where one company contracts with another for IT services, these interactions are frequent and occur across an increasingly globally distributed delivery organization. Th...
Conference Paper
Mutually successful win-win outcomes in complex IT service engagements are by no means easy to achieve. Typically, provider and client represent complex organizational entities with multiple agendas and diverse stakeholders involved in long-term engagements. Unsurprisingly, new opportunities to create value arise; however, value propositions can fa...
Chapter
Serious games designed for educational purposes promote acquisition of knowledge and skills that are valued in the both the virtual realm and the real world. However, the million dollar question is how do we design serious games that produce positive learning outcomes without sacrificing the element of fun? The authors' answer is simple but no less...
Conference Paper
Traditional call centers have become one of the primary means for providing customer support. Customer Service Representatives (CSRs) offer personalized attention to each customer via the telephone as the CSR interfaces with technology and customers to resolve customers' requests. Because call centers are expensive, labor intensive, and produce lat...
Conference Paper
Full-text available
Successful integration of traditional learning objectives with elements of entertainment becomes the goal for the design and application of video games used for educational purposes. Oftentimes assumptions are made that students who are not gamers can play video games and reap the pedagogical benefits of gameplay without experiencing a learning cur...
Conference Paper
Exceeding customers' expectations becomes the goal whenever service providers develop products or services based on the needs of their customers. From the perspective of service science, value co-creation or interactions between the service provider and the customer create a value proposition mutual to both service system entities. Utilizing the in...
Conference Paper
The goal of this paper is to bridge the gap between existing frameworks for the design of culturally relevant educational technology. Models and guidelines that provide potential frameworks for designing culturally authentic learning environment are explained and transposed into one comprehensive design framework, understanding that integrating cul...
Conference Paper
Full-text available
Prior research indicates that gameplay experiences attributed to Massively Multiplayer Online Role Playing Games (MMORPGs) foster foreign language students' ability to communicate with players in the target language. We take a closer look at the role of language socialization in MMORPGs, specifically dialogue between native and non-native speakers....
Chapter
Full-text available
The goal of this paper is to bridge the gap between existing frameworks for the design of culturally relevant educational technology. Models and guidelines that provide potential frameworks for designing culturally authentic learning environments are explained and transposed into one comprehensive design framework, understanding that integrating cu...
Article
Full-text available
Atlanta Conference on Science and Innovation Policy 2009 This presentation was part of the session : Science and Innovation Workforce This material is presented to ensure timely dissemination of scholarly and technical work. Copyright and all rights therein are retained by authors or by other copyright holders. All persons copying this information...
Article
Full-text available
Unlike recreational games, serious games do more than entertain the player. Serious games promote acquisition of information and skills that are valued in both the virtual world and the real world. The challenge is to design and develop serious games that simulta-neously create an enjoyable experience for the player as the player develops or improv...
Article
Full-text available
We examine the effect of game design on students' attitudes, specifically interest in attaining a Computer Science degree, continued development of programming skills and experience in game design. Students in a Computer Science Survey course are given the task of applying software engineering principles in the context of game design. Using the Gam...
Article
Full-text available
Using Microsoft's Flight Simulator X, we transform a recumbent exercise bike into a virtual aircraft to create a unique game-play experience. The prototype manipulates resistance to vary physical intensity to assist the player with achieving the objectives of the video game and reaching fitness goals.
Article
Full-text available
Computer science teachers often struggle with design program-ming assignments that both introduce students to object-oriented design and provide meaningful opportunities for students to de-velop object-oriented programming skills. As a result, teachers seek creative alternatives for educating the next generation of com-puter scientists. Using the c...
Article
Full-text available
Computer Science departments across the country have embraced computer gaming classes as part of the core curriculum. However, instructors need to define guidelines that accommodate students' proficiency in game development and consequently address the growing needs of industry. We develop and evaluate a Game Authoring Class in an attempt to begin...
Article
Full-text available
Acknowledgments The research reported in this article is based upon work supported by Grant No. 0400457 from the National Science Foundation to Justine Cassell and Susan R. Goldman, and by a School of
Article
Full-text available
We propose a methodology for evaluating second language acquisition in the context of massive multi-player online role-playing games (MMORPG). Careful examination of learning opportunities present in gaming requires us to direct our attention to the characteristics of MMORPGs and how these characteristics support learning. MMORPGs accommodate activ...
Conference Paper
Full-text available
The 12th International Conference on Artificial Intelligence in Education (AIED-2005) is being held July 18--22, 2005, in Amsterdam, the beautiful Dutch city near the sea. AIED-2005 is the latest in an on-going series of biennial conferences in AIED ...
Article
Full-text available
We propose a methodology for evaluating second language acqui-sition in the context of massive multi-player online role-playing games (MMORPG). Careful examination of learning opportuni-ties present in gaming requires us to direct our attention to the characteristics of MMORPGs and how these characteristics sup-port learning. MMORPGs accommodate ac...
Article
Self Service Technologies (SSTs) conveniently give people access to information and connect isolated individuals to the world at large. SSTs are designed to provide customer service at low costs but higher profit margins based upon the specific needs of the end users. Thus, it is important that service providers first understand the needs of the ta...
Article
Full-text available
Leveraging the experiential cognition and motivational factors of 3D games, we conduct a pilot study that utilizes Ever Quest 2 as pedagogical learning tool for English as a second language (ESL) students. We combine the ben-efits of massive multiplayer online role-playing games (MMORPGs) and second language methodology to create a digital learning...

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