Search results for author:"Kimberly Sheridan"
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George Mason University
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 ...
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...
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...
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, ...
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 ...
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 ...
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...
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...
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...