Computer-Supported Collaborative Learning at the Workplace 2013
DOI: 10.1007/978-1-4614-1740-8_10
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Massively Multiplayer Online Role-Playing Games: A Potential Model of CSCL@Work

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Cited by 4 publications
(8 citation statements)
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“…This is similar to research with MMO games (Martin & Steinkuehler 2010) and shows that information is sought, and knowledge is often built in collaboration also in non-MMO-games. However, previous studies (e.g., King 2013;Martin & Steinkuehler 2010;Steinkuehler & Duncan 2008) often highlight the importance of online gaming communities in seeking and constructing information. The results of this study show that adolescents' digital game-related information-seeking often takes place in face-to-face situations.…”
Section: Discussionmentioning
confidence: 99%
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“…This is similar to research with MMO games (Martin & Steinkuehler 2010) and shows that information is sought, and knowledge is often built in collaboration also in non-MMO-games. However, previous studies (e.g., King 2013;Martin & Steinkuehler 2010;Steinkuehler & Duncan 2008) often highlight the importance of online gaming communities in seeking and constructing information. The results of this study show that adolescents' digital game-related information-seeking often takes place in face-to-face situations.…”
Section: Discussionmentioning
confidence: 99%
“…There is a great deal of information related to digital games available on the Internet, and many games, especially MMO games, also require players to seek, interpret, and organize large amounts of information (King 2013). Players seek information to better understand the game mechanics and to ease progress in the game (Harviainen et al 2012).…”
Section: Previous Researchmentioning
confidence: 99%
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“…In this case, the inherent structure and guidance of the gameplay is enough to help individuals to achieve a learning goal while playing the game. For example, WORLD OF WARCRAFT offers several types of collaborative schemes that support the learning of the game, suggesting the acquisition of higher order skills such as collaboration (King, 2013) or scientific habits of mind (Steinkuehler & Duncan, 2008).…”
Section: Implications For Educational Game Designmentioning
confidence: 99%