
Marvin G. Fuller, Ph.D.
Education
Doctorate of Philosophy in Education (Ph.D.), specializing in Educational Technology - Walden University (2015)
Masters of Arts (M.A.) in Education - Adams State College (2003)
Masters of Arts (M.A.) in Counseling - Webster University (1998)
Bachelors of Science (B.S.) in Psychology - Missouri University of Science and Technology (1997)
Minors in Mathematics, Computer Science, and Speech & Media Studies
High School Diploma - McIntosh High School (1992)
Related Experience
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Designed and implemented a 3-year, middle grades computer science curriculum to prepare students for Advanced Placement (AP) and college-level courses for the state of Georgia through a Governor's grant
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Developed and implemented a STEM curriculum involving robotics, video game design, and 3D modeling
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Developed and delivered one-hour to multi-day workshops on teaching and learning theories, best practices in education, assessment development, mathematics education, and computer science education for groups up to 100 adults
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Coordinated academic activities bridging multiple universities
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Coached teachers in one-on-one settings including observations, connection to best practices, and providing appropriate support
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Applied game-based learning principles to learning environments
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Created and deployed a virtual professional development platform along with content
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Developed and evaluated district and state-level assessments for quality and best practices
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Evaluation of digital game-based learning products along with feedback addressing target audiences, exclusion of groups, and alignment to best practices
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Created animated formative assessments aligned to standards
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Created multimedia to support teacher implementation of state curriculum
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Created multimedia regarding state legislation and the status of the adoption process of Common Core State Standards and the Georgia’s relationship with the PARCC Consortium
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Over 15 years as educator, grades 2 through college level and professionals
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Developed standards-based engaging activities to expose students to both concrete development and real-world problems
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Written grants to support not-for-profit programs
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Provided consultation services in the development of educational games
Academic Interests
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Methods for impacting computational thinking through the teaching of data science using Python
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Practices of computer science education focusing on programming
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Game-based learning implementation and task management
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The relationship between cognitive neuroscience principles and machine learning applications
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Use of highly interactive virtual environments (HIVEs) for learning
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Cyber security education practices and simulation methods
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Csikszentmihalyi’s flow theory in relationship to learner engagement
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Roger’s diffusion theory applied to technology adoption and integration
- Developmental and conceptual mathematics understanding
- Professional development buy-in and follow-through
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Universal design for learning including standards based learning
- Implementation and adoption of educational technology
Recent Speaking Engagements
Field of Dreams, Georgia 2018
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Projects in Python
EdCamp Savannah 2018
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Gamification: 8 Things to Know for Implementation
EdCamp Savannah 2017
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The Breakout Game – Game-based Learning Across the Curriculum
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Google Apps Outside the Box
Future of Educational Technology Conference (FETC) 2017 - Orlando
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Introduction to Computer Programming using MS Kodu [workshop]
EdCamp Savannah 2016
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Gamification: Tips & Tricks for Implementation
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Sploder: Writing Narratives in Video Games for Content Areas
Florida Educational Technology Conference (FETC) 2016 - Orlando
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Gamification: Theory and Practice.
Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC) 2015 - Orlando
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The Secret for STEM Success: Employing Technology for Math Proficiency
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Relationships Between Learner and Environment: Learner Traits in Serious Games
Campus Technologies Conference (CT Conference) 2015 - Boston
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Game-Based Learning and Simulations: From Introduction to Implementation [workshop]
EdCamp Savannah 2015
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Gamification – An Introduction
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Learning in Game-Based HIVEs
Georgia Educational Technology Conference (GaETC) 2013
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Understanding Gaming to Support the Mathematics Classroom
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Edmodo as a Professional Development Delivery Platform
Georgia Mathematics Conference 2013
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Using Thinking Blocks to Explore Bar Modeling in Middle Grades [workshop]
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Understanding Gaming to Support the Mathematics Classroom
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Edmodo as a Professional Development Delivery Platform
Research & Publications
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Dissertation: Interactions Between Patterns of Gamer-Behaviors and Time-on-Task for Mathematics Remediation in a Game-Based HIVE.
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Fuller, M. G. and Beck, D. E. (2015). Relationships between learner and environment: Learner traits in serious games. Proceedings from I/ITSEC 2015: The Interservice/Industry, Simulations, and Education Conference.
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Harvey Jr., E. P., Fuller, M. G., and Harvey III, E. P. (2015). The Secret for STEM Success: Employing Technology for Math Proficiency. Proceedings from I/ITSEC 2015: The Interservice/Industry, Simulations, and Education Conference.
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Fuller, M. G. (2017). Developing computational thinking: A programming focused, middle grades computer science curriculum. White Paper.
Organizations & Distinctions
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Cyber Teacher Certification
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AP Computer Science Principles Certified
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International Baccalaureate MYP Certified - Mathematics
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International Baccalaureate DP Certified - Psychology
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Member - International Society for Technology in Education (ISTE)
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Member - Computer Science Teachers Association (CSTA)
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NASA Certifications in materials handling
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Certified Edmodo Trainer