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Seann Dikkers

Job Titles

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

Started at Bethel



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

Areas of expertise

Seann Dikkers formerly served fourteen 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 (all with ETC Press) are helping educational innovators to integrate technology into classroom learning. His projects include CivWorld, the Comprehensive Assessment for Leadership in Learning (CALL), Augmented Reality and Mobile Game Design, and co-director of Playful Learning - Ohio. His current partnerships focus on the development of Caminolearning.com and research on induction support for new teachers.


  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.