2007
DOI: 10.1111/j.1467-8535.2007.00720.x
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Online gaming as an educational tool in learning and training

Abstract: Massively multiplayer online role-playing games (MMORPGs) are typically represented by large, sophisticated, detailed and evolving worlds based in different narrative environments. MMORPGs offer a rich and unpredictable three-dimensional environment for players to experience a virtual world through their own player character along with thousands of other players. This game form is a fully developed multiplayer universe with an advanced and detailed world (both visual and auditory). In this short paper we argue… Show more

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Cited by 63 publications
(42 citation statements)
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“…Gee (2007) pointed out that to deliver good learning would indeed be via game-like technologies. Rieber (1996), as cited in Sugumaran (2008), states that, "Research from education, psychology, and anthropology suggests that play is a powerful mediator for learning throughout a person's life" MMORPGs have the capacity to support collaborative learning approaches (De Freitas & Griffiths, 2007) and MMOLE is designed to engage learners and to keep motivation levels high. The virtual environments can also help them learn deep content and higher order skills (Dede et al, 2005).…”
Section: Why Learn In Virtual Worlds?mentioning
confidence: 99%
See 1 more Smart Citation
“…Gee (2007) pointed out that to deliver good learning would indeed be via game-like technologies. Rieber (1996), as cited in Sugumaran (2008), states that, "Research from education, psychology, and anthropology suggests that play is a powerful mediator for learning throughout a person's life" MMORPGs have the capacity to support collaborative learning approaches (De Freitas & Griffiths, 2007) and MMOLE is designed to engage learners and to keep motivation levels high. The virtual environments can also help them learn deep content and higher order skills (Dede et al, 2005).…”
Section: Why Learn In Virtual Worlds?mentioning
confidence: 99%
“…Therefore, it is not surprising that MMOGs have been found to foster bridging ties rather than decreasing social and civil interactions (Jakobsson & Taylor, 2003;Yee, 2006;Beck & Wade, 2006). The paper by De Freitas and Griffiths (2007) argues that MMORPGs have the capacity to support intrinsic motivation and so help to engage learners and collaborative processes. Some cases of using MMORPGs, including Mekong e-Sim, StrikeCOM and Full Spectrum Command, in learning and training were discussed.…”
Section: Case Studiesmentioning
confidence: 99%
“…Literature addressing anchored instruction, 14-17 situated apprenticeship, 18 and simulations [19][20][21] suggests that powerful learning comes with dynamic immersion amid complex, realistic, and inherently social situations that produce opportunities for legitimate peripheral participation in professional practices and create a ''time for telling'' about curricular content. Without taking these factors into consideration, we only encourage students to develop isolated, unrelated skills for external rewards under the vague hope they will transfer them into fluent, on-the-job performance at a later time.…”
Section: (P64)mentioning
confidence: 99%
“…Lee et al [6] extended on Gikas and Van Eck [7] and mapped gaming genre and activities across Gagne's intellectual skills [8] and Bloom's taxonomy of the cognitive domain [9]. In this context, MMORPGs provide the added benefit of engaging large groups of remotely located users [10] and, through their design, facilitate collaborative learning approaches [11]. They also offer the opportunity to collaboratively engage students with a wide range of learning domains and convey experiential learning [12] through an immersive simulation environment.…”
Section: Introductionmentioning
confidence: 99%