Games and Simulations in Online Learning: Research and Development Frameworks: Research and Development Frameworks (Google eBook)

Front Cover
Gibson, David
Idea Group Inc (IGI), Sep 30, 2006 - Education - 420 pages
2 Reviews

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.

  

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Contents

Games and Simualtions A New Approach in Education?
Pedagogy in Commercial Video Games
Social Analyses of Games and Simulations
Learning Sociology in a Massively Multistudent Online Learning Environment
Online Games for 21st Century Skills
Rethinking Cognition Representations and Processes in 3D Online Social Learning Environments
ESimulations in the Wild Interdisciplinary Research Design and Implementation
What Teachers Should Know and Be Able to Do
Using Real Space in Digital Games and Simulations
Pervasive Game Design as an Architectural Teaching and Research Method
Reliving History with Reliving the Revolution Designing Augmented Reality Games to teach the Critical Thinking of History
Embedding Assessment in Games and Simualtions
Building Artificailly Intelligent Learning Games
simSchool and the Conceptual Assessment Framework
Designing Online Games Assessment as Information Trails
Machine Learning Assessment Systems for Modeling Patterns of Student Learning

Perspectives from Multiplayer Video Gamers
Gamer Teachers
Developing an Online Classroom Simulation to Support a PreService Teacher Education Program
Lessons Learned Modeling Connecting Teaching and Learning
Educational Theory Into Practice Software ETIPS
Shaping the Research Agenda with Cyber Research Assistants
About the Authors
Index
Copyright

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About the author (2006)

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)WBR, 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.

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 www.dodgamecommunity.com and www.socialimpactgames.com . 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. [Editor]

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