The Honorable David S. Nelson Chair and Associate Dean for Research
Brian K. Smith is the Honorable David S. Nelson Professor and Associate Dean for Research at the Lynch School of Education and Human Development. His research interests include the design of computer-based learning environments, human-computer interaction, design sciences, out-of-school learning, and computer science education. Earlier, he served as Senior Associate Dean of Academic Affairs at Drexel University’s College of Computing & Informatics and as program director in the Division of Research on Learning at the National Science Foundation (NSF). He is a technical advisor to the Center for Inclusive Computing at Northeastern University and vice chair of the World Usability Day Design Challenge.
A 1991 graduate of the University of California at Los Angeles in computer science and engineering, Smith earned a Ph.D. in learning sciences from Northwestern University. He began his academic career at the Massachusetts Institute of Technology’s Media Lab, followed by appointments at Pennsylvania State University as associate professor of information sciences and technology and the Rhode Island School of Design as dean of continuing education, where he oversaw the development of art and design programs for youth and adults, and was a co-investigator in RISD’s “STEM to STEAM” initiative.
Kantharaju, P., Alderfer, K., Zhu, J., Char, B., Smith, B., Ontañón, S. (2022). Modeling player knowledge in a parallel programming educational game. IEEE Transactions on Games, 14(1): 64-75.
Donaldson, J. & Smith, B.K. (2017). Design thinking, designerly ways of knowing, and engaged learning. In J.M. Spector, B.B. Lockee, & M.D. Childress (eds.), Learning, design, and technology: An international compendium of theory, research, practice, and policy. Bloomington, IN: AECT.
Smith, B.K. (2016). Living in the fourth quadrant: Valuing the process of design. In V. Svihla and R. Reeve (eds.), Design as scholarship: Case studies from the learning sciences (pp. 55-70). New York, NY: Routledge.
Land, S.M., Smith, B.K., and Zimmerman, H.T. (2013). Mobile technologies as tools for augmenting observations and reflection in everyday informal environments. In J.M. Spector, B.B. Lockee, S.E. Smaldino, and M. Herring (eds.), Learning, problem solving, and mind tools: Essays in honor of David Jonassen (pp. 214-228). New York, NY: Routledge.
Smith, B.K., Frost, J., Albayrak, M., and Sudhakar, R. (2007). Integrating glucometers and digital photography as experience capture tools to enhance patient understanding and communication of diabetes self-management practices. Personal and Ubiquitous Computing, 11(4): 273-286.
Smith, B.K., Sharma, P., and Hooper, P. (2006). Decision making in online fantasy sports communities. International Journal of Interactive Technology and Smart Education, 4: 347-360.
Smith, B.K. (2006). Design and computational flexibility. Digital Creativity, 17(2): 65-72.
Seif El-Nasr, M. and Smith, B.K. (2006). Learning through game modding. ACM Computers in Entertainment, 4(1): Article 3B.
Smith, B.K. and Reiser, B. J. (2005). Explaining behavior using video for observational inquiry and theory articulation. The Journal of the Learning Sciences, 14(3): 315-360.
Reiser, B.J., Tabak, I., Sandoval, W.A., Smith, B.K., Steinmuller, F., and Leone, A.J. (2001). BGuILE: Strategic and conceptual scaffolds for scientific inquiry in biology classrooms. In S.M. Carver and D. Klahr, (eds.), Cognition and instruction: Twenty five years of progress (pp. 263-305). Hillsdale, NJ: Lawrence Erlbaum Associates.