Search results for author:"Kimberly Sheridan"
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George Mason University
World Conference on Educational Media and Technology 2010 (Jun 29, 2010) pp. 2911–2920
Tools that allow learners to design video games, and/or components used in games represent a growing area of educational media. But supporting students’ learning involves more than teaching students to use software. In this paper, we describe the ...
Mind, Brain, and Education Vol. 5, No. 1 (March 2011) pp. 19–26
The Studio Thinking Framework (STF) focuses on habits of mind taught through studio arts rather than disciplinary content or media-specific techniques. It is well suited to integrate studies of arts learning and teaching in a range of contexts, and...
Journal of Educational Multimedia and Hypermedia Vol. 19, No. 2 (April 2010) pp. 125–145
The findings from an after-school program entitled Game Design 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 ...
Society for Information Technology & Teacher Education International Conference 2009 (Mar 02, 2009) pp. 1555–1563
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. We argue that the game design process has particular pedagogical...
Learning, Media and Technology Vol. 40, No. 4 (2015) pp. 412–436
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...
World Conference on Educational Media and Technology 2010 (Jun 29, 2010) pp. 2760–2764
This paper describes a video game design class that places students in the role of designers as they create educational games based on science concepts. Students explored Immune Attack, a game from the Federation of American Scientists, which...
Computers in the Schools Vol. 28, No. 3 (2011) pp. 228–240
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...
Society for Information Technology & Teacher Education International Conference 2010 (Mar 29, 2010) pp. 1269–1277
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, ...
Society for Information Technology & Teacher Education International Conference 2010 (Mar 29, 2010) pp. 4097–4104
Despite the growing number of students of color entering our k-12 public schools African American, Native American, and Hispanic youngsters enter technology/ICT careers in far fewer numbers than their White counterparts. Intersect social class and ...