Gamer teachers

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 l...

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Main Authors: Gibson, David, Halverson, B., Riedel, E.
Format: Book Chapter
Published: Information Sciene Publishing 2007
Online Access:http://hdl.handle.net/20.500.11937/10283
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author Gibson, David
Halverson, B.
Riedel, E.
author_facet Gibson, David
Halverson, B.
Riedel, E.
author_sort Gibson, David
building Curtin Institutional Repository
collection Online Access
description 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.
first_indexed 2025-11-14T06:29:18Z
format Book Chapter
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institution Curtin University Malaysia
institution_category Local University
last_indexed 2025-11-14T06:29:18Z
publishDate 2007
publisher Information Sciene Publishing
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spelling curtin-20.500.11937-102832017-09-13T14:52:45Z Gamer teachers Gibson, David Halverson, B. Riedel, E. 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. 2007 Book Chapter http://hdl.handle.net/20.500.11937/10283 10.4018/978-1-59904-304-3.ch008 Information Sciene Publishing restricted
spellingShingle Gibson, David
Halverson, B.
Riedel, E.
Gamer teachers
title Gamer teachers
title_full Gamer teachers
title_fullStr Gamer teachers
title_full_unstemmed Gamer teachers
title_short Gamer teachers
title_sort gamer teachers
url http://hdl.handle.net/20.500.11937/10283