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dc.contributor.authorGibson, David
dc.contributor.authorHalverson, B.
dc.contributor.authorRiedel, E.
dc.date.accessioned2017-01-30T11:17:53Z
dc.date.available2017-01-30T11:17:53Z
dc.date.created2014-01-02T20:00:29Z
dc.date.issued2007
dc.identifier.citationGibson, 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.
dc.identifier.urihttp://hdl.handle.net/20.500.11937/10283
dc.identifier.doi10.4018/978-1-59904-304-3.ch008
dc.description.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.

dc.publisherInformation Sciene Publishing
dc.titleGamer teachers
dc.typeBook Chapter
dcterms.source.startPage175
dcterms.source.endPage188
dcterms.source.titleGames & Simulation in Online Learning: Research and Development Frameworks
dcterms.source.isbn9781599043043
dcterms.source.placeHershey, USA
dcterms.source.chapter18
curtin.department
curtin.accessStatusFulltext not available


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