Online Games for 21st Century Skills

Online Games for 21st Century Skills

Lisa Galarneau (The University of Waikato, New Zealand) and Melanie Zibit (Boston College, USA)
DOI: 10.4018/978-1-59904-304-3.ch004
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As foreseen by visionaries in the 20th century, mastery of the dynamic processes that underpin the acquisition and manipulation of knowledge is quickly becoming a critical capability in the 21st century. Our formal educational systems do not tend to facilitate the development of these capabilities, yet people of all ages are developing them via a variety of digitally-mediated mechanisms. Online games offer one area of exploration for spontaneously-occurring phenomena that represent the natural development of such literacy. This chapter reviews the need for 21st-century skills and illuminates existing digital domains in which these skills develop organically. Peering through the window of the present into the future, we present a view that envisioning change means taking a long look at what is working now, regardless of whether that activity is taking place in a formal setting or within entertainment-based worlds where the skills are mandatory for mastery, but learned incidentally through play.

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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
About the Authors