MMORPG: Difference between revisions

The educational technology and digital learning wiki
Jump to navigation Jump to search
mNo edit summary
Line 35: Line 35:
* Modeling and [[microworld]] environments for science phenomena (e.g. physics and biology)
* Modeling and [[microworld]] environments for science phenomena (e.g. physics and biology)
* Habitats for non-informal collaboration (e.g. as an alternative to [[instant messaging]])
* Habitats for non-informal collaboration (e.g. as an alternative to [[instant messaging]])
Hung et al. (2009) <ref>Hung KH., Kinzer C., Chen CL.A. (2009) Motivational Factors in Educational MMORPGs: Some Implications for Education. In: Pan Z., Cheok A.D., Müller W., Chang M. (eds) Transactions on Edutainment III. Lecture Notes in Computer Science, vol 5940. Springer, Berlin, Heidelberg</ref> studied motivational factors in educational MMORPG. The conclude that {{Quotation|text=four factors motivated students to play the game provided, and allow extension to other educational MMORPGs: achievement  (desire  for  competition  with  a  standard  of  excellence),  social    (collaboration  with  others  and  building  social  networks),  immersion,  and  the  completeness of instructional mechanisms.}} According to the authors, research also suggest that MMORPGs could develop various higher-order thinking skills, such as [[creativity]], [[problem solving]], communication skills, [[Metacognition|and meta-cognition]]: {{Quotation|text=Beedle  and  Wright  (2007)  indicate  that  playing  MMORPGs can inspire creativity, motivation, problem solving skills, and communi-cation skills [6]. Dickey (2007) also argues that playing MMORPGs can foster learn-ing  while  requiring  players  to  think,  plan,  and  act  critically  and  strategically  [7].  He  further indicated that different types of quests in MMORPGs could facilitate different knowledge  domains  (e.g.  declarative  knowledge,  procedural  knowledge,  strategic  knowledge, and metacognitive knowledge).}}
=== Examples ===
* [[Adventure Academy]]


== Software ==
== Software ==
Line 40: Line 44:
=== Free Multi-user game engines ===
=== Free Multi-user game engines ===


We don't know if there exist any operational systems that one could use to create more educational many-user games.
We don't know if there exist any specific operational systems that one could use to create educational many-user games.


; Lists
; Lists
Line 66: Line 70:
* [http://literatigamereviews.blogspot.com/ Kirk Battle's blog] on Games and LAW (including MMO judiciary)
* [http://literatigamereviews.blogspot.com/ Kirk Battle's blog] on Games and LAW (including MMO judiciary)


== References ==
Beedle, J.B., Wright, V.H.: Games and Simulation in Online Learning: Perspectives from Multiplayer Video Games, ch. 7. Idea Group Inc., NY (2007)
Dickey, M.D.: Game Design and Learning: A Conjectural Analysis of How Massvely Multiple Online Role-Playing Games (MMORPGs) Foster Intrinsic Motivation. Educational Technology Research and Development, 253–273 (2007)


Riegle, R.P., Matejka, W.A.  (2006) The Learning Guild: MMORPGs as Educational Environments. In: 22nd Annual Conference on Distance Teaching and Learning, the Board of Regents of the University of Wisconsin System
[[Category: Virtual environments]]
[[Category: Virtual environments]]
[[Category: 3D]]
[[Category: 3D]]
[[Category: Computer games]]
[[Category: Computer games]]

Revision as of 16:28, 7 May 2019

Draft

Definition

  • The global internal economy of these worlds is now bigger than the ones of small third world states.

Implementation

  • Some games use augmented technology (mixed reality or mobile technology, i.e. are integrated in real world space

Popular environments

Multi purpose habitats

Some people may argue that these systems are not just games (i.e. they are virtual habitats). That is true, but they do contain games or "gaming" features.

Games

(there are many others !)

MMOPRGs in education ?

There is some potential in using its technology. Examples:

  • Implementation of "virtual universities" (digitalize existing practice of lecture halls, libraries, meeting rooms). There have been several attemps, but none really successful.
  • Various gaming and simulation worlds, e.g. in business, economy, sociology and history
  • Modeling and microworld environments for science phenomena (e.g. physics and biology)
  • Habitats for non-informal collaboration (e.g. as an alternative to instant messaging)

Hung et al. (2009) [1] studied motivational factors in educational MMORPG. The conclude that “four factors motivated students to play the game provided, and allow extension to other educational MMORPGs: achievement (desire for competition with a standard of excellence), social (collaboration with others and building social networks), immersion, and the completeness of instructional mechanisms.” According to the authors, research also suggest that MMORPGs could develop various higher-order thinking skills, such as creativity, problem solving, communication skills, and meta-cognition: “Beedle and Wright (2007) indicate that playing MMORPGs can inspire creativity, motivation, problem solving skills, and communi-cation skills [6]. Dickey (2007) also argues that playing MMORPGs can foster learn-ing while requiring players to think, plan, and act critically and strategically [7]. He further indicated that different types of quests in MMORPGs could facilitate different knowledge domains (e.g. declarative knowledge, procedural knowledge, strategic knowledge, and metacognitive knowledge).”

Examples

Software

Free Multi-user game engines

We don't know if there exist any specific operational systems that one could use to create educational many-user games.

Lists
Multiverse
WorldForge

Virtual environments

Since 3D interactive environments are scriptable to some extent, they also could be used to implement games. This page lists some technologies.

See also MUDs, an older, but functional text-based technology.

Links

References

Beedle, J.B., Wright, V.H.: Games and Simulation in Online Learning: Perspectives from Multiplayer Video Games, ch. 7. Idea Group Inc., NY (2007)

Dickey, M.D.: Game Design and Learning: A Conjectural Analysis of How Massvely Multiple Online Role-Playing Games (MMORPGs) Foster Intrinsic Motivation. Educational Technology Research and Development, 253–273 (2007)

Riegle, R.P., Matejka, W.A. (2006) The Learning Guild: MMORPGs as Educational Environments. In: 22nd Annual Conference on Distance Teaching and Learning, the Board of Regents of the University of Wisconsin System

  1. Hung KH., Kinzer C., Chen CL.A. (2009) Motivational Factors in Educational MMORPGs: Some Implications for Education. In: Pan Z., Cheok A.D., Müller W., Chang M. (eds) Transactions on Edutainment III. Lecture Notes in Computer Science, vol 5940. Springer, Berlin, Heidelberg