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

Front Cover
David Gibson, Clark Aldrich
Idea Group Inc (IGI), 2007 - Education - 402 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 (2007)

David Gibson is an award-winning religion writer and a committed lay Catholic. He writes about Catholicism for various newspapers and magazines, including the New York Times, the Wall Street Journal, New York magazine, Boston magazine, Fortune, Commonweal, and America. He was the religion writer for the The Star-Ledger of New Jersey. Gibson has worked in Rome for Vatican Radio and traveled frequently with Pope John Paul II. He has co-written several recent documentaries on Christianity for CNN.

Clark Aldrich is a global education thought leader, labeled a guru by Fortune Magazine. He works with corporate, military, government, and academic organizations at both the board level and as a hands-on implementer. His projects have been patent winning and earned millions globally. He is the author of four earlier books and scores of articles; is the recipient of numerous industry awards; created dozens of educational simulations (including the most popular leadership simulation in the world); was the founder of Gartner's eLearning coverage; and has a degree in Cognitive Science from Brown University. His work has been featured in hundreds of sources, including CBS, ABC, The New York Times, Wall Street Journal, CNN, NPR, CNET, Business 2.0, BusinessWeek, and U.S. News and World Reports.

Prensky is the founder and CEO of games2train.com.

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