Shannon Kennedy-Clark

Shannon Kennedy-Clark has been working in education for 20 years. She has worked in a diverse range of education environments both in Australia and overseas. She is currently the Head of Learning and Teaching at the Australian Film, Television, and Radio School. Shannon has a research background in computer-supported collaborative learning, applied linguistics, education, and research methods. She is currently involved in a range of projects on academic literacy, pre-service teacher education, and discourse analysis.

Publications

Using Multimodal Discourse Analysis to Identify Patterns of Problem Solving Processes in a Computer-Supported Collaborative Environment
Shannon Kennedy-Clark, Kate Thompson. © 2016. 25 pages.
Recently, there have been calls to undertake deeper analyses of learner interactions in collaborative computer-supported environments, analyses that move beyond code and count...
Death in Rome: Using an Online Game for Inquiry-Based Learning in a Pre-Service Teacher Training Course
Shannon Kennedy-Clark, Vilma Galstaun, Kate Anderson. © 2015. 15 pages.
This chapter presents a case study that used an online game in a pre-service science teacher training course in the context of computer-supported inquiry learning. Numerous...
Cases on the Assessment of Scenario and Game-Based Virtual Worlds in Higher Education
Shannon Kennedy-Clark, Kristina Everett, Penny Wheeler. © 2014. 333 pages.
The ever-growing creation of new internet technologies has led to a growing trend and use of scenario-based virtual environments and serious games in education. Along with these...
Using Multimodal Discourse Analysis to Identify Patterns of Problem Solving Processes in a Computer-Supported Collaborative Environment
Shannon Kennedy-Clark, Kate Thompson. © 2014. 25 pages.
Recently, there have been calls to undertake deeper analyses of learner interactions in collaborative computer-supported environments, analyses that move beyond code and count...
A MUVEing Success: Design Strategies for Professional Development in the Use of Multi-User Virtual Environments and Educational Games in Science Education
Shannon Kennedy-Clark, Kate Thompson. © 2014. 25 pages.
The chapter will explain the role of scenario-based MUVES and educational games in science education and will present both the benefits for students and the challenges of using...
Using Discourse Analysis to Assess Student Problem-Solving in a Virtual World
Shannon Kennedy-Clark, Penny Wheeler. © 2014. 43 pages.
Finding effective ways to measure student learning has been an enduring issue across the higher education sector. While much attention has been placed on the integration of...
A MUVEing Success: Design Strategies for Professional Development in the Use of Multi-User Virtual Environments and Educational Games in Science Education
Shannon Kennedy-Clark, Kate Thompson. © 2013. 26 pages.
The chapter will explain the role of scenario-based MUVES and educational games in science education and will present both the benefits for students and the challenges of using...
Death in Rome: Using an Online Game for Inquiry-Based Learning in a Pre-Service Teacher Training Course
Shannon Kennedy-Clark, Vilma Galstaun, Kate Anderson. © 2013. 19 pages.
This chapter presents a case study that used an online game in a pre-service science teacher training course in the context of computer-supported inquiry learning. Numerous...
Collaborative Process Analysis Coding Scheme (CPACS): Examining the Macro- and Micro- Level of Students’ Discourse in a Virtual World
Shannon Kennedy-Clark, Kate Thompson. © 2013. 31 pages.
The purpose of this paper is to demonstrate the value of using discourse analysis to understand users’ interactions in a scenario-based virtual environment. This study...