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Games and Simulations in Online Learning: Research and Development Frameworks

Release Date: September, 2006. Copyright © 2007. 420 pages.
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DOI: 10.4018/978-1-59904-304-3, ISBN13: 9781599043043, ISBN10: 1599043041, EISBN13: 9781599043067
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Gibson, David , Clark Aldrich and Marc Prensky. "Games and Simulations in Online Learning: Research and Development Frameworks." IGI Global, 2007. 1-420. Web. 13 Jul. 2014. doi:10.4018/978-1-59904-304-3


Gibson, D., Aldrich, C., & Prensky, M. (2007). Games and Simulations in Online Learning: Research and Development Frameworks (pp. 1-420). Hershey, PA: IGI Global. doi:10.4018/978-1-59904-304-3


Gibson, David , Clark Aldrich and Marc Prensky. "Games and Simulations in Online Learning: Research and Development Frameworks." 1-420 (2007), accessed July 13, 2014. doi:10.4018/978-1-59904-304-3

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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 everywhere – on Web sites, in stores, streamed to the desktop, on television – they are absent from the classroom. Computer-based simulations, a form of computer games, have begun to appear, but they are not as wide-spread as email, discussion threads, and blogs.

Games and Simulations in Online Learning: Research and Development Frameworks examines the potential of games and simulations in online learning, and how the future could look as developers learn to use the emerging capabilities of the Semantic Web. It presents a general understanding of how the Semantic Web will impact education and how games and simulations can evolve to become robust teaching resources.


Table of Contents and List of Contributors

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Table of Contents
David Gibson, Clark Aldrich, Marc Prensky
Chapter 1
Göknur Kaplan Akilli
Computer games and simulations are considered powerful tools for learning with an untapped potential for formal educational use. However, the lack... Sample PDF
Games and Simulations: A New Approach in Education
Chapter 2
Katrin Becker
Books, film, television, and indeed every other medium that came before them has been used and sometimes studied as media for the delivery of... Sample PDF
Pedagogy in Commercial Videos
Chapter 3
Thomasina Borkman, Joel Foreman
Is it possible to enhance student learning in Sociology 101 by staging simulated field studies in a MMOLE (massively mufti-student online learning... Sample PDF
Learning Sociology in a Massively Multistudent Online Learning Environment
Chapter 4
Lisa Galarneau, Melanie Zibit
As foreseen by visionaries in the 20th century, mastery of the dynamic processes that underpin the acquisition and manipulation of knowledge is... Sample PDF
Online Games for 21st Century Skills
Chapter 5
James G. Jones, Stephen C. Bronack
Three-dimensional (3D) online social environments have emerged as viable alternatives to traditional methods of creating spaces for teachers and... Sample PDF
Rethinking Cognition, Representations, and Processes in 3D Online Social Learning Environments
Chapter 6
Karen Barton, Paul Maharg
This paper examines the relevance of research on scientific discovery learning in simulations to professional legal education simulations. There are... Sample PDF
E-Simulations in the Wild: Interdisciplineary Research, Design and Implementation
Chapter 7
Jonathan B. Beedle, Vivian H. Wright
The purpose of this study is to determine whether multiplayer video gamers perceive that playing video games can increase higher order thinking... Sample PDF
Perspectives from Multiplayer Video Gamers
Chapter 8
Gamer Teachers  (pages 175-188)
David Gibson, William Halverson, Eric Riedel
The divergence between the generation of people who grew up before versus after computer games became ubiquitous – a new kind of digital divide - is... Sample PDF
Gamer Teachers
Chapter 9
Brian Ferry, Lisa Kervin
Evaluations of our pre-service teacher education program identified a need to provide more classroom based experience for our students. This... Sample PDF
Developing an Online Classroom Simulation to Support a Pre-Service Teacher Education Program
Chapter 10
Gerald Girod, Mark Girod, Jeff Denton
While designing a web-based simulation to provide practice for teacher education students as they sought to master the complex skills expected of... Sample PDF
Lessons Learned Modeling "Connecting Teaching and Learning"
Chapter 11
Sara Dexter
The ETIPS software is a web-based learning environment that delivers cases that allow educators to practice instructional decision making. Here I... Sample PDF
Educational Theory Into Practice Software
Chapter 12
Steffen Walz, Odilo Schoch
Today and in the future, architectural students must be prepared for designing both physical and adaptive, computer-integrated, that is: “hybrid... Sample PDF
Pervasive Game Design as an Artificial Teaching and Research Method
Chapter 13
Karen Schrier
Students need to learn the critical thinking of history, yet they rarely have opportunities to authentically simulate historic inquiry. Research has... Sample PDF
Reliving the Revolution: Designing Augmented Reality Games to Teach Critical Thinking
Chapter 14
Richard Van Eck
The idea of digital game-based learning (DGBL) is gaining acceptance among researchers, game designers, educators, parents, and students alike.... Sample PDF
Building Artificially Intelligent Learning Games
Chapter 15
David Gibson
simSchool is a game-based simulation developed with funding from the Preparing Tomorrow’s Teachers to Use Technology (PT3, 2003) program of the... Sample PDF
simSchool and the Conceptual Assessment Framework
Chapter 16
Christian Sebastian Loh
Online retailers make successful use of sophisticated online tracking mechanisms to profile their customers in order to understand their buying... Sample PDF
Designing Online Games Assessment as : Information Trails
Chapter 17
Ron Stevens
We have developed and validated layered analytic models of how high school and university students construct, modify and retain problem solving... Sample PDF
Machine Learning Assessment System for Modeling Patterns of Student Learning
Chapter 18
Lyn Henderson
Games and simulations in online learning are energizing development in learning and teaching and therefore of great interest to the research... Sample PDF
Shaping the Research Agenda with Cyber Research Assistants

Reviews and Testimonials

"[…] a great compilation of foundational readings on the topic of online games and simulations!"

– Lisa Dawley, Ph.D., Boise State University, USA

Games and Simulations in Online Learning is the real deal, packed with practical information on hot new education designs. The volume promotes increased serious use of games and simulations in online learning by offering new possibilities for framing research and development efforts. It contributes to readers' thinking by presenting themes for educational games and simulations from a variety of perspectives, stretching them in new ways, or confirming their own creative ideas and insightful hypotheses about how games and simulations are changing education.

–, November 2006

This collection ranges wide over the whole field of games and simulations to try to draw lessons specific for possible work with learners.

– British Educational Communications and Technology Agency (2007)

This book is a heavyweight contribution to the games in education debate.

– British Journal of Educational Technology , Vol.39, No. 6 (2008)

Author(s)/Editor(s) Biography

David Gibson is research assistant professor in the College of Engineering and Mathematical Sciences, University of Vermont and Executive Director of The Global Challenge (, 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 (, 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 ( that assists in the acquisition, implementation and continuing design of games and simulations, e-portfolio systems, data-driven decision making tools, and emerging technologies.
Clark Aldrich is the co-founder of SimuLearn and the author of two books. He recently lead the international team that created SimuLearn's Virtual Leader, the first-ever learning experience to follow the development cycle of a modern computer game. Virtual Leader has been featured on CNNfn, on CNet, in The New York Times, and in U.S. News and World Report, and it has been sold to some of the largest enterprises in the United States.
Marc Prensky is an internationally acclaimed speaker, writer, consultant, and designer in the critical areas of education and learning. He is a published author, the founder and CEO of Games2train (whose clients include IBM, Nokia, Pfizer, and the US Department of Defense), and creator of the sites and . Marc has created over 50 software games for learning, including the world's first fast-action videogame-based training tools and world-wide, multi-player, multi-team on-line competitions. He has also taught at all levels. Marc has been featured in articles in The New York Times and The Wall Street Journal, has appeared on CNN, MSNBC, PBS, and the BBC, and was named as one of training's top 10 visionaries by Training Magazine. He holds graduate degrees from Yale and Harvard.


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