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    Gamer teachers

    Access Status
    Fulltext not available
    Authors
    Gibson, David
    Halverson, B.
    Riedel, E.
    Date
    2007
    Type
    Book Chapter
    
    Metadata
    Show full item record
    Citation
    Gibson, David and Halverson, Bill and Riedel, Eric. 2007. Gamer teachers, in Gibson, D. and Aldrich, C. and Prensky, M. (ed), Games and Simulations in Online Learning: Research and Development Frameworks. pp. 175-188. Hershey, USA: Information Science Publishing.
    Source Title
    Games & Simulation in Online Learning: Research and Development Frameworks
    DOI
    10.4018/978-1-59904-304-3.ch008
    ISBN
    9781599043043
    URI
    http://hdl.handle.net/20.500.11937/10283
    Collection
    • Curtin Research Publications
    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 answerThe 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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