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Seann Dikkers

Job Titles

  • Department Chair, Associate Professor of Education
    Education , College of Arts and Sciences


Seann Dikkers formerly served 14 years as a middle school history teacher, high school principal, and education consultant. Dikkers' work focuses on the integration of new media technologies for formal and informal educational settings. His books, "Real-Time Research," "Mobile Media Learning," and "TeacherCraft: How Teachers use Minecraft in the Classroom" (ETC Press) are helping educational innovators to integrate technology into classroom learning. Past project work includes CivWorld, the Comprehensive Assessment for Leadership in Learning (CALL), WoW in Schools, Augmented Reality and Interactive Storytelling (ARIS), and Mobile Game Design. His current partnerships focus on the development of Caminolearning.com and Inside-Out induction support for new teachers.

Started at Bethel



  • Bethel University - B.A., 1994
  • Bethel University - M.A., 2000
  • University of Wisconsin-Madison - Ph.D., 2012


  1. Dikkers, S. (in press). “WarLords!: Adapting digital games for tabletop use in the classroom” and “Quest-based Special Education: Changing the game.”. Williams-Pierce, C. (Ed). Teacher Pioneers: Adventures with Media, Pedagogy, and Play in K-16 Learning. To appear in the proceedings of the 11th annual Games+Learning+Society conference. Madison, WI: ETC Press.

  2. Dikkers, S. (2016). Questing as learning: iterative course design using game inspired elements. On the Horizon, 24(1), 55-70. DOI 10.1108/OTH-11-2015-0068.

  3. Holden, Dikkers, Martin, Litts. (2015). Mobile Media Learning: Innovations and Inspiration. Pittsburg, PA: ETC Press.

  4. Dikkers, S. (2015). Relevant Professional Development Resources for Exemplary Teachers. Journal of Modern Education Review, 5(1), 15-38.   

  5. Dikkers, S. (2015). Teacher Craft: How Teachers Learn to Use Minecraft in the Classroom. Pittsburg, PA: ETC Press.

  6. Copp, S.E., Fischer, R. L., Lou, Tian, Moore, D.R., & Dikkers, S. (2014). Analyzing Commercial Video Game Instruction through the Lens of Instructional Design. The Journal of Applied Instructional Design, 4(1), 79-80.

  7. Dikkers, S. (2014). “The Future of Mobile Media for Learning”. In Doering, A. and Miller, C. (Eds.) The New Landscape of Mobile Learning: Redesigning Education in an App-based World. New York, NY: Routledge.

  8. Martin, J., Dikkers, S., Squire, K., Gagnon, D. (2013). Participatory Scaling Through Augmented Reality Learning Through Local Games. TechTrends, 58(1), 35-41. DOI 10.1007/s11528-013-0718-1.

  9. Simkins, D., Dikkers, S., Owen, L. (2012). Unbroken Immersion: The Skyrim Experience. Well Played Journal, 2(1), 13-26. ETC Press. ISSN 2164-3458.

  10. Dikkers, S., Martin, J., Coulter, B. (2012). Mobile Media Learning: Amazing uses of Mobile Devices for Teaching and Learning. Pittsburg, PA: ETC Press.  

  11. Squire, K. & Dikkers, S. (2011). Amplifications of Learning: Use of Mobile Media Devices Among Youth. Convergence: The International Journal of Research into New Media Technologies, Published online 15 February. DOI 10.1177/1354856511429646.

  12. Dikkers, S., Squire, K., Steinkuehler, C., and Zimmerman, E. (Eds.). (2010). Real-Time Research: Improvisational Game Scholarship. Pittsburg, PA: ETC Press.