University of Vermont

David Gibson's new book integrates gaming into classrooms

Release Date: 02-21-2008

Author: Dawn Densmore

and Simulations in Online LearningGames and Simulations in Online Learning: Research and Development Frameworks, edited by David Gibson of UVM's College of Engineering and Mathematical Sciences (CEMS), Clark Aldrich (Simulearn, USA), and Marc Prensky (Games2train, USA), examines the potential of games and simulations in online learning.

Although video games are everywhere — on websites, in stores, streamed to the desktop, on television — they are absent from the classroom. Computer-based simulations, a form of computer game, have begun to appear, but they are not as wide-spread as email, discussion threads, and blogs. Gibson's book presents a general understanding of how games and simulations can evolve to become robust teaching resources and examines how the future could look as developers learn to use the emerging capabilities of the Semantic Web.

Professor Robin Yap of George Brown College, Canada, has already incorporated Gibson's gaming book into a class that teaches technology-to-training integration, including topics such as Web 2.0 tools, gaming, and simulations.

"[The book] was spot-on with the class on game theory," Professor Yap says, "and how it could be leveraged in the classroom, especially considering multi-generational students. I love the frameworks presented by the authors, which became discussion and jumping off points for ‘how does this work in real life' discussions."

For more information on Games and Simulations in Online Learning: Research and Development Frameworks, visit IGI Global or contact Chad Strauss (Sales and Marketing Assistant, IGI Global) at to request a copy for course adoption.