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Betsy DiSalvo

From Wikipedia, the free encyclopedia
Elizabeth DiSalvo
Born1969 (age 54–55)
Alma mater
Scientific career
Fields
InstitutionsGeorgia Tech
Thesis Glitch Game Testers: The design and study of a learning environment for computational production with young African American males  (2012)
Doctoral advisorAmy S. Bruckman
Websitebetsydisalvo.com

Elizabeth "Betsy" DiSalvo (born 1969) is an American professor and Interim Chair at the Georgia Institute of Technology School of Interactive Computing. She is known for her research on informal learning, the impact of cultural values on technology use and production, computer science education, and the learning sciences.[1]

Career

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In 2012, DiSalvo graduated from the Georgia Institute of Technology School of Interactive Computing and began work as an assistant professor in the same school. In 2018, DiSalvo was promoted to the position of associate professor. She is founder and director of the Culture and Technology Lab (CAT Lab) at Georgia Tech, which established a range of research programs focused on using participate design methods to inform informal learning [2][3] and families in minority communities.[4] Much of her work focuses on science, technology, engineering, and mathematics education with an emphasis on computer science.[5][6] DiSalvo has also continued to work in game studies and looks at race and masculinity as part of play practices.[7]

DiSalvo ran the Glitch Game Testers program, which introduced young Black men to technology careers through entry-level work as game testers, from 2009 to 2012.[8][1] In a similar work training model, she launched the DataWorks program in 2020 to introduce young people from minority communities to entry-level work as "data wranglers" in data science.[9]

DiSalvo was named a Georgia Tech Serve-Learn-Sustain Smart Cities and Connected Communities Fellow in 2017, received a Lockheed Inspirational Young Faculty Award in 2014, and received Honorable Mention for Outstanding Dissertation in the Georgia Tech College of Computing in 2012.

DiSalvo completed an undergraduate degree at the University of Dallas in Fine Art in 1991. She has continued to exhibit and work with cultural institutions on public engagement projects such as the Kitchen Lab Walker Art Center.[10]

References

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  1. ^ a b Peterson, Latoya (January 6, 2020). "What Atlanta Can Teach Tech About Cultivating Black Talent". Retrieved July 22, 2020.
  2. ^ DiSalvo, Betsy; DiSalvo, Carl (June 2014). "Designing for Democracy in Education: Participatory Design and the Learning Sciences". In Joseph L. Polman; Eleni A. Kyza; D. Kevin O'Neill; Iris Tabak; William R. Penuel; A. Susan Jurow; Kevin O'Connor; Tiffany Lee; Laura d'Amico (eds.). Learning and Becoming in Practice. Vol. 2. Boulder, CO: International Society of the Learning Sciences. pp. 793–799.
  3. ^ DiSalvo, Betsy; Khanipour Roshan, Parisa (2014). "Medium probes: Exploring the medium not the message". Proceedings of the 2014 Conference on Designing Interactive Systems. pp. 239–248. doi:10.1145/2598510.2598580. ISBN 9781450329026. S2CID 18617165.
  4. ^ DiSalvo, Betsy; Khanipour Roshan, Parisa; Morrison, Briana (2016). "Information Seeking Practices of Parents". Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems. pp. 623–634. doi:10.1145/2858036.2858586. ISBN 9781450333627. S2CID 15852779.
  5. ^ DiSalvo, Betsy; Reid, Cecili; Roshan, Parisa Khanipour (2014). "They can't find us: The search for informal CS education". Proceedings of the 45th ACM Technical Symposium on Computer Science Education. pp. 487–492. doi:10.1145/2538862.2538933. ISBN 9781450326056. S2CID 11816817.
  6. ^ DiSalvo, Betsy (2014). "Graphical Qualities of Educational Technology: Using Drag-and-Drop and Text-Based Programs for Introductory Computer Science". IEEE Computer Graphics and Applications. 34 (6): 12–15. doi:10.1109/MCG.2014.112. PMID 25388231. S2CID 2325557.
  7. ^ DiSalvo, Betsy (2017-03-21). "Gaming Masculinity - Constructing Masculinity with Video Games". In Gabriela Richard; Brendesha M. Tynes; Yasmin B. Kafai (eds.). Diversifying Barbie and Mortal Kombat. ETC Press. pp. 105–117. ISBN 9781365830266.
  8. ^ DiSalvo, Betsy (July 31, 2014). "Saving Face While Geeking Out: Video Game Testing as a Justification for Learning Computer Science". Journal of the Learning Sciences. 23 (3): 272–315. doi:10.1080/10508406.2014.893434. S2CID 62169371.
  9. ^ "Data Works". Retrieved 2020-07-22.
  10. ^ "Walker Kitchen Lab's Amuse-bouche, a Game of Flavor and Feeling". walkerart.org. Retrieved 2020-09-01.
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