Games and Simulations in Online Learning: Research and Development Frameworks, 1st Edition

  • Published By:
  • ISBN-10: 1599043068
  • ISBN-13: 9781599043067
  • Grade Level Range: College Freshman - College Senior
  • 402 Pages | eBook
  • Original Copyright 2007 | Published/Released February 2007
  • This publication's content originally published in print form: 2007

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About

Overview

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 widespread 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 Web will impact education and how games and simulations can evolve to become robust teaching resources.

Table of Contents

Front Cover.
Title Page.
Copyright Page.
Games and Simulations in Online Learning: Research and Development Frameworks: Table of Contents.
Foreword.
Preface.
Acknowledgments.
1: Situating Games and Simulations in Education.
2: Games and Simulations: A New Approach in Education?.
3: Pedagogy in Commercial Video Games.
4: Social Analyses of Games and Simulations.
5: Learning Sociology in a Massively Multistudent Online Learning Environment.
6: Online Games for 21st Century Skills.
7: Rethinking Cognition, Representations, and Processes in 3D Online Social Learning Environments.
8: E-Simulations in the Wild: Interdisciplinary Research, Design, and Implementation.
9: What Teachers Should Know and Be Able to Do.
10: Perspectives from Multiplayer Video Gamers.
11: Gamer Teachers.
12: Developing an Online Classroom Simulation to Support a Pre-Service Teacher Education Program.
13: Lessons Learned Modeling "Connecting Teaching and Learning".
14: Educational Theory Into Practice Software (ETIPS).
15: Using Real Space in Digital Games and Simulations.
16: Pervasive Game Design as an Architectural Teaching and Research Method.
17: Reliving History with "Reliving the Revolution": Designing Augmented Reality Games to Teach the Critical Thinking of History.
18: Embedding Assessment in Games and Simulations.
19: Building Artificially Intelligent Learning Games.
20: SimSchool and the Conceptual Assessment Framework.
21: Designing Online Games Assessment as "Information Trails".
22: Machine Learning Assessment Systems for Modeling Patterns of Student Learning.
23: Shaping the Research Agenda with Cyber Research Assistants.
About the Authors.
Index.