Kevin Clark, Ph.D.
Kevin Clark, Ph.D. is an Associate Professor and Program Coordinator of the Instructional Technology program in the College of Education and Human Development at George Mason University. He holds both bachelors and masters degrees in computer science from North Carolina State University as well as a Ph.D. in Instructional Systems from Pennsylvania State University. Prior to his work in academia, Dr. Clark worked as a designer and senior program manager for Lightspan, Inc. (currently Plato Learning), a leading provider of educational software and interactive media. Dr. Clark's research interests focus on the design and development of online learning environments, the role of gaming and media in formal and non-formal learning, and the use of technology in learning with underserved populations. Dr. Clark has been selected as a Fulbright Senior Specialist Roster Candidate, with the goal of applying his research to international settings.
Current Work
Because Technology presents the greatest potential for traditionally underserved communities to begin to improve their conditions and get their needs met through rich learning environments that act as scaffolds to learner performance, my research interests focus on the design and development of online learning environments, the role of gaming and media in formal and non-formal learning, and the use of technology in learning with underserved populations.
Technology enhances learning in children by supporting four essential characteristics of learning: active engagement, participation in groups, frequent interaction and feedback, and connections to the real-world. Because many underserved, urban communities have large high school drop-out rates and low standardized/achievement test scores, future educational enterprises must focus on: (a) providing students with opportunities to gain access to higher education; (b) effectively integrate technology and media into teaching and learning, and; (c) using technology and media to meet specific needs of underserved communities in formal and non-formal settings.
Projects
With the ever-changing and abundance of media and technology, students are constantly exposed to a plethora of messages and content. Because of the potential to constantly be "with" students, media and technology have the opportunity to have a positive or negative impact on the cognitive and social development of young people. Much of the research focused on the use of media and technology in education has focused on access and implementation, but it should also focus on how and why technology is being utilized for teaching and learning. We need a new era of learning in which education has to be brought to all people in the way in which they want to receive it. We have to start focusing on the needs of people as learners – finding out why, when, what and how people prefer to learn, discovering new learning methods, identifying the basic skills which people need in order to learn better, achieve their full potential, develop thinking skills individually, in groups and in families – and use modern education delivery technologies and tools to provide new learning opportunities for people wherever they live.
- A partnership between the Hoop Magic Sports Academy (HMSA) Education, George Mason University's Instructional Technology Program, and Northrop Grumman was created to increase the number of students eligible to participate in science, mathematics, engineering, or technology related fields by positively impacting student engagement and academic success through the use of technology, gaming tools, and the creation of a parental involvement network. To accomplish this goal graduate students and faculty from George Mason University’s Instructional Technology program assisted students in the design and develop sports-themed educational games with mathematics content. Students from an elementary school in Fairfax County participated in the program with assistance from the Fairfax Department of Community and Recreation Services. For more information please visit http://immersion.gmu.edu/hoopmagic/spring2007/Games/index.php.
- A partnership between George Mason University's Instructional Technology Program and McKinley Technology High School (MTHS) in Northeast Washington DC which has resulted in an Information Technology Experiences for Students and Teachers (ITEST) grant being funded by the National Science Foundation (NSF). The primary goal of this project entitled, "Game Design Through Mentoring And Collaboration," is to increase motivation, achievement, and exposure to Science, Technology, Engineering, and Mathematics (STEM) content of students from urban public schools where the vast majority of students are Black and Hispanic by having them work with scientists and experts to design and build educational games that can be utilized by other students and teachers. For more information please visit my homepage at http://itest.gmu.edu.
- In a proposal to the MacArthur Foundation, entitled Digital Studio Thinking: Creating media in non-formal learning environments, I plan to create digital studio classrooms where children from traditionally underserved communities work with peers and mentors to design video/computer games and create digital movies. I believe when students learn to design media, they learn ways of thinking that extend beyond technical skills. Students observe, envision, explore and express ideas visually and in narrative, stretching beyond their current capacities and understanding as they create and reflect on media. I use the Studio Thinking Framework, which identifies habits of mind developed through visual art instruction combined with new media literacy skills as initial frameworks to study learning in digital studio classrooms, bridging research on arts and digital learning. I will also investigate how media creation experiences can forge connections with other academic areas, and study the learning process for both student and mentor.
- In another research proposal, Research Center for Innovation in Educational Media and Technology, I will identify the gaps in the research and practices for the effective use, design, and development of educational media and technology for young people. The goals of this project will be achieved by focusing on: Using entrepreneurial principles in the dissemination of scholarly products, diffusion of educational media and technology to underserved communities, and innovative design and development of educational media and technology.
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