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Games & Simulations

Recent research has provided evidence that games and simulations can positively impact teaching and learning in both post-secondary and K-12 environments.  This recent evidence mirrors what business, industry, and military leaders have known and done for years.  My recent work includes the following projects.


I am the founding editor-in-chief of the International Journal of Gaming and Computer-Mediated Simulations (IJGCMS). The International Journal of Gaming and Computer-Mediated Simulations (IJGCMS) is a peer-reviewed, international journal devoted to the theoretical and empirical understanding of electronic games and computer-mediated simulations. The journal is interdisciplinary in nature; it publishes research from fields and disciplines that share the goal of improving the foundational knowledge base of games and simulations.

Mission Biotech is an immersive, computer-based game that offers players opportunities to solve challenging problems through the application of biotechnology. Mission Biotech has been designed as a part of the OUTBREAK project funded by the National Science Foundation. The project intends to engage players in an interesting, conceptually-rich, and fun virtual environment that supports science learning and exposure to careers in biotechnology.

The Virtual Patients Group is comprised of over 32 researchers, including computer scientists, medical doctors, pharmacists, psychologists, and educators.  The Virtual Patients Group is developing experiences with virtual humans to provide healthcare students, professionals, and the general public with communication skills education.  The host project is at the University of Florida, under the direction of Dr. Ben Lok.  We have replicated a system at RCET and are testing the impact of olfaction.

Games and gaming have always been an important part of society and culture. Within the last 35 years, due to numerous technology innovations, electronic games in many formats have not only become ubiquitous in everyday recreational life but have also permeated many professional fields and disciplines for multiple purposes including teaching and learning.  The Handbook of Research on Effective Electronic Gaming in Education presents a framework for understanding games for educational purposes while providing a broader sense of current related research.

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