Gamer Teachers

Gamer Teachers

David Gibson (Curveshift.com, USA), William Halverson (SimSchool, USA) and Eric Riedel (Walden University, USA)
DOI: 10.4018/978-1-59904-304-3.ch008
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Abstract

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 in thinking patterns, perceptions about the world, approaches to challenges, evaluation of risks, and expectations about leading and interacting with other people. Some argue that because of these sorts of differences, students of today have new expectations about learning, which suggests that we need new approaches to teaching and gamer teachers (the pun is intended). This chapter outlines a potential framework for research on teaching that understands and uses the power of computer games and simulations to improve student achievement. Along the way, we raise new research questions, which we hope that you and others will help answer.

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Table of Contents
Preface
David Gibson, Clark Aldrich, Marc Prensky
Acknowledgments
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
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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
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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
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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
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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
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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
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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
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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
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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
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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"
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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
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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
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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
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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
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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
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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
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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
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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
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About the Authors