David Gibson

David Gibson is research assistant professor in the College of Engineering and Mathematical Sciences, University of Vermont and Executive Director of The Global Challenge (www.globalchallengeaward.org), a team and project-based learning and scholarship program for high school students funded by the National Science Foundation that engages small teams in studying science, technology, engineering and mathematics in order to solve global problems. His research and publications include work on complex systems analysis and modeling of education, web applications and the future of learning, and the use of technology to personalize education. His books include Games and Simulations in Online Learning, which outlines the potential for games and simulation-based learning, and Digital Simulations for Improving Education, which explores cognitive modeling, design and implementation. He is creator of simSchool (www.simschool.org), a classroom flight simulator for training teachers, currently funded by the US Department of Education FIPSE program. His business, CURVESHIFT, is an educational technology company (www.curveshift.com) that assists in the acquisition, implementation and continuing design of games and simulations, e-portfolio systems, data-driven decision making tools, and emerging technologies.

Publications

Teacher Education with simSchool
David Gibson. © 2013. 17 pages.
This chapter introduces an innovative online learning platform for the preparation of teachers through simulations, which addresses some of the systemic challenges of teacher...
Designing a Computational Model of Learning
David Gibson. © 2012. 28 pages.
What would a game or simulation need to have in order to teach a teacher how people learn? This chapter uses a four-part framework of knowledge, learner, assessment, and...
Designing Games for Ethics: Models, Techniques and Frameworks
Karen Schrier, David Gibson. © 2011. 406 pages.
As games become increasingly embedded into everyday life, understanding the ethics of their creation and use, as well as their potential for practicing ethical thinking, becomes...
Ethics and Game Design: Teaching Values through Play
Karen Schrier, David Gibson. © 2010. 396 pages.
Ethics and games are emerging as a very popular field of study. As such, there has become a need to define the field in terms of its primary challenges and the current state of...
Digital Simulations for Improving Education: Learning Through Artificial Teaching Environments
David Gibson, Young Kyun Baek. © 2009. 540 pages.
Artificial instructional methods now provide the learning community with exercise specific teaching skills and learning situations that strengthen educator instincts and...
Modeling Classroom Behaviors in Software Agents
David Gibson. © 2009. 38 pages.
In order for a digital simulation to provide an artificial teaching environment there needs to be a computational model of the act of teaching interacting with software agents....
Complex Systems Concepts in Simulations
David Gibson. © 2009. 10 pages.
This chapter discusses how a teaching simulation can embody core characteristics of a complex system. It employs examples of specific frameworks and strategies used in simSchool...
Designing a Computational Model of Learning
David Gibson. © 2009. 31 pages.
What would a game or simulation need to have in order to teach a teacher how people learn? This chapter uses a four-part framework of knowledge, learner, assessment, and...
Design of an Adaptive Mobile Learning Management System
Hyungsung Park, Young Kyun Baek, David Gibson. © 2008. 16 pages.
This chapter introduces the application of an artificial intelligence technique to a mobile educational device in order to provide a learning management system platform that is...
simSchool and the Conceptual Assessment Framework
David Gibson. © 2008. 12 pages.
simSchool is a game-based simulation developed with funding from the Preparing Tomorrow’s Teachers to Use Technology (PT3, 2003) program of the United States Department of...
Games and Simulations in Online Learning: Research and Development Frameworks
David Gibson, Clark Aldrich, Marc Prensky. © 2007. 420 pages.
Nearly all early learning happens during play, and new technology has added video games to the list of ways children learn interaction and new concepts. Although video games are...
Gamer Teachers
David Gibson, William Halverson, Eric Riedel. © 2007. 14 pages.
The divergence between the generation of people who grew up before versus after computer games became ubiquitous – a new kind of digital divide - is characterized by differences...
simSchool and the Conceptual Assessment Framework
David Gibson. © 2007. 15 pages.
simSchool is a game-based simulation developed with funding from the Preparing Tomorrow’s Teachers to Use Technology (PT3, 2003) program of the United States Department of...
ePortfolio Decisions and Dilemas
David Gibson. © 2006. 11 pages.
This chapter combines existing ideas and metaphors from recent portfolio literature into a new framework for thinking about the decisions and dilemmas of ePortfolios. It argues...