Book chapter 2008

Online Games for 21st Century Skills

Handbook of Research on Effective Electronic Gaming in Education
Journal · Vol. III · pp. 1400-1426
Abstract

20th century visionaries foresaw that mastery of the dynamic processes underpinning the acquisition and manipulation of knowledge would be critical in the 21st century. Formal educational systems have not yet changed to facilitate the development of these necessary capabilities, and so people of all ages are developing them through a variety of digitally mediated mechanisms. Online games offer one area in which to examine patterns of spontaneously occurring phenomena that represent the natural development of such capabilities. This chapter reviews the character of, and need for, 21st century skills. It also illuminates existing digital domains in which these skills develop organically. Peering through the window of the present into the future, we see that envisioning change in education means taking a long look at what activity produces those skills, regardless of whether that activity is taking place in a formal setting or within entertainment-based worlds where the skills are learned incidentally through play. © 2009 by IGI Global. All rights reserved

Keywords

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Index Keywords

Interactive computer graphics Educational systems 20th century Digital domain Dynamic process Formal setting On-line games
Author Affiliations
University of Waikato, Hamilton, WKO, New Zealand
Boston College, Chestnut Hill, MA, United States
Funding & Acknowledgements
No funding information
References 10 References
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8 Massive Multiplayer Online Gaming A Research Framework for Military Training and Education, (2005)
9 Classroom Lessons Integrating Cognitive Theory and Classroom Practice, (1994)
10 Beyond the Information Given, (1973)
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