Elisabeth Gee
Arizona State University
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Publication
Featured researches published by Elisabeth Gee.
on The Horizon | 2016
Jeffrey Brandon Holmes; Elisabeth Gee
Purpose – This paper aims to provide a framework for understanding and differentiating among different forms of game-based teaching and learning (GBTL). Design/methodology/approach – The framework is based on an analysis of existing literature and descriptions of GBTL in varied higher education settings, combined with case examples of the author’s personal experience as instructors of GBTL courses. Findings – Four frames or categories of GBTL approaches were identified: the action frame, the structuring frame, the bridging frame and the design frame. Each frame represents a spectrum of related yet varied strategies and assumptions. Originality/value – This framework is a first attempt at providing an analytic tool for making sense of the varied instantiations of GBTL in higher education. It can be useful as a heuristic tool for researchers as well as a generative model for designing future GBTL practices.
Learning, Media and Technology | 2017
Elisabeth Gee; Sinem Siyahhan; Anna Montana Cirell
ABSTRACT While a number of studies have investigated learning associated with video gaming in out-of-school settings, only recently have researchers begun to explore gaming and learning in the contexts of home and family life. This paper discusses three different frameworks within which we can situate video games and learning at home: (a) video gaming as digital media, (b) video gaming as play, and (c) video gaming as family routine. Each framework brings different issues related to learning into focus, and contributes new insights into the role gaming plays in the lives of children, adults, and families as a whole.
Proceedings of the Third Conference on GenderIT | 2015
Carolee Stewart-Gardiner; Gail Carmichael; Elisabeth Gee; Lorri Hopping
Encouraging middle school girls to become interested in Computer Science has been a concern in the Computer Science Education community for many years. Although many girls do play digital games[4], this has not led to further interest in computer science. We believe this is caused by many factors. We are researching the effect of teaching (non-programming) computer science principles embedded in after school games, to encourage girls to study computer science in their future. We maintain that the experience of learning these principles will increase their confidence that they can enjoy learning more about computer science. This on-going NSF sponsored AISL research project is described for discussion.
Literacy Research: Theory, Method, and Practice | 2016
Earl Aguilera; Dani Kachorsky; Elisabeth Gee; Frank Serafini
Research on the nature and impact of book apps or e-reading in general is still limited and informed by diverse assumptions about the nature of these new “texts,” the varied forms of engagement and meaning-making associated with them, and their implications for understanding literacy and learning in the digital age. The purpose of this article is to explore the affordances and constraints inherent in an examination of children’s picturebook apps through multiple analytical frameworks—in this case drawn from social semiotics, film analysis, and game studies. After outlining these frameworks in the context of our evolving new media landscape, we move on to more detailed analyses of the children’s picturebook app The Fantastic Flying Books of Mr. Morris Lessmore from each of these perspectives. We conclude with lessons that might be learned from juxtaposing these analytical frameworks and suggest implications for literacy education, research, and practice.
Teachers College Record | 2017
Elisabeth Gee; James Paul Gee
Archive | 2017
Elisabeth Gee; Lori Takeuchi; Ellen Wartella
Journal of Computing Sciences in Colleges | 2017
Stephanie Eordanidis; Elisabeth Gee; Gail Carmichael
Archive | 2018
Sinem Siyahhan; Elisabeth Gee
Archive | 2018
Sinem Siyahhan; Elisabeth Gee
Archive | 2018
Sinem Siyahhan; Elisabeth Gee