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Dive into the research topics where Elisabeth Gee is active.

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Featured researches published by Elisabeth Gee.


on The Horizon | 2016

A framework for understanding game-based teaching and learning

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

Video gaming as digital media, play, and family routine: implications for understanding video gaming and learning in family contexts

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

Girls Learning Computer Science Principles with After School Games

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

Expanding Analytical Perspectives on Children’s Picturebook Apps

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

Games as Distributed Teaching and Learning Systems.

Elisabeth Gee; James Paul Gee


Archive | 2017

Children and families in the digital age: Learning together in a media saturated culture

Elisabeth Gee; Lori Takeuchi; Ellen Wartella


Journal of Computing Sciences in Colleges | 2017

The effectiveness of pairing analog and digital games to teach computer science principles to female youth

Stephanie Eordanidis; Elisabeth Gee; Gail Carmichael


Archive | 2018

Understanding Oneself, Each Other, and the World

Sinem Siyahhan; Elisabeth Gee


Archive | 2018

A New Perspective on Games and Families

Sinem Siyahhan; Elisabeth Gee


Archive | 2018

Developing a Learning Culture through Gaming

Sinem Siyahhan; Elisabeth Gee

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Frank Serafini

Arizona State University

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Briana Ellerbe

University of Southern California

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Dani Kachorsky

Arizona State University

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Earl Aguilera

Arizona State University

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James Paul Gee

Arizona State University

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