Publications

* student co-authors
Elizabeth Adams, Ching-Yu Tseng*,Paul Foster*,Vinson Luo*, Leanne Ketterlin-Geller, Eric C. Larson, and Corey Clark. 2021. A Standard Decomposition Process to Inform the Development of Game-Based Learning Environments Focused on Computational Thinking. Fifth APSCE International Conference on Computational Thinking and STEM Education 2021.
Vinson Luo*, Lawrence J Klinkert*, Paul Foster*, Ching-Yu Tseng*, Elizabeth Adams, Leanne Ketterlin-Geller, Eric C. Larson, and Corey Clark. 2021. A Multidisciplinary Approach To Designing Immersive Gameplay Elements for Learning Standard-Based Educational Content. In Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY ‘21), October, 2021, Virtual Event, Austria. ACM, New York, NY, USA 7 Pages.
Klinkert, L.*,C. Clark, 2020. Artificial Psychosocial Framework for Affective Non-Player Characters. Advances in Artificial Intelligence & Applied Cognitive Computing. Transactions on Computational Science and Computational Intelligence. Springer, Cham
Peddiraju, P.*,C. Clark, 2020. Procedural Image Generation Using Markov Chain Wave Function Collapse. Advances in Artifical Intelligence & Applied Cognitive Computing. Transactions on Computational Science and Computational Intelligence. Springer, Cham
Clark, C., M. Ouellette*, K.Csaky, 2019. Training Players to Analyze Age-Related Macular Degeneration Optical Coherence Tomography Scans Using a Human Computation Game. Proceedings from IEEE International Conference on Serious Games and Applications in Health, Kyoto, Japan, Aug, 2019
Breeding, L.*, M. Ouellette*, C. Clark, 2019. Using Applied Cognitive Load Theory and Difficulty Analysis for Educational Game Design For Understanding and Transference of Literacy Skills in Adults. Proceedings from International Conference Foundations of Digital Games Conference, San Luis Obispo, CA, Aug, 2019
Clark, C., I. Greenberg, M. Ouellette*, 2018. A Model for Integrating Human Computation into Commercial Video Games. Proceedings from IEEE International Conference on Serious Games and Applications in Health, Vienna, Austria, May, 2018
Clark C., M. Ouellette*, 2017. Games as a Distributed Computing Resource. Proceedings from International Conference Foundations of Digital Games Conference, Cape Cod, MA, Aug., 2017
Clark, C., A. Fleshner* Fast Random Genetic Search for Large Scale RTS Combat Scenarios. AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, Utah, Oct., 2017
Raimbault, M.*, C. Clark. 2017. Session Based Behavioral Clustering in Open World Sandbox Game TUG. Proceedings from International Conference Foundations of Digital Games Conference, Cape Cod, MA, Aug., 2017
Nicholson, C., L. Goodwin*, and C. Clark. 2017. Variable neighborhood search for reverse engineering of gene regulatory networks. Journal of Biomedical Informatics, 65:120-131

Patents

Clark, C. Task Completion Using a Blockchain Network. United States Patent US 11496485. 8 August 2022
Clark, C. Csaky, K,. Image Analysis Using Machine Learning and Human Computation. United States Patent US 11393085. 19 July. 2022
Clark, C. Platform for Collaborative Processing of Computing Task. United States Patent US 11327807. 10 May. 2022
Clark, C. Task Completion Using a Blockchain Network. United States Patent US 10972479. 4 June. 2021

Presentations

Adams, E. L., Foster*, P. D., Klinkert*, L. J., Goff*, E., Tseng*, C., Ketterlin-Geller, L. R., Larson, E. C., & Clark, C. (2023). Using a new version of Minecraft to promote computational thinking learning opportunities: Investigating middle grades student outcomes. Roundtable to be presented to the American Educational Research Association place-based conference, Chicago, IL.
Tseng*, C., Foster*, P. D., Klinkert*, J., Adams, E. L., Clark, C., Larson, E. C., & Ketterlin-Geller, L. R. (2022, August). Using cognitive walkthroughs to evaluate students’ computational thinking during gameplay. Paper presented to the International Conference of the Mathematics Education for the Future Project, King’s College, Cambridge University, UK.
Foster*, P., Tseng*, C., Klinkert*, L. J., Adams, E. L., Ketterlin-Geller, L. R., Larson, E. C., & Clark, C. (2022, April). Assessing middle school student computational thinking in an immersive game environment. Poster presented at the National Council for Measurement in Education (NCME), San Diego, CA.
Tseng*, C., Foster*, P. D., Adams, E. L., Ketterlin-Geller, L. R., Larson, E. C., Luo*, V., Klinkert*, L. J., & Clark, C. (2022, April). Incorporating teacher voice in the development of game-based learning environments. Poster to be presented to the American Educational Research Association, San Diego, CA
Adams, E. L., Tseng*, C., Foster*, P., Luo*, V., Ketterlin-Geller, L. R., Larson, E. C., & Clark, C. (2021). A standard decomposition process to inform the development of game-based learning environments focused on computational thinking. Paper presented to the International Conference on Computational Thinking and STEM Education (Virtual).
Klinkert*, L. J., Foster*, P. D., Adams, E. L., Clark, C., Ketterlin-Geller, L., Larson, E., Tseng*, C Y., & Luo*, V. (2021). Building Student Computational Thinking using Online Gaming. 2021 STEM for All Video Showcase. http: https://stemforall2021.videohall.com/presentations/1994
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