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Lessons in Another World : Alternative Educational Settings

Lessons in Another World : Alternative Educational Settings. Using Massive Multiplayer Online Role Playing /Social Games to Enhance Education. Jennifer Moore GED 628 Summer 2009. What the heck is THAT ?!. MMORPG MMOSG Virtual World/3-D World. What is an MMORPG?.

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Lessons in Another World : Alternative Educational Settings

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  1. Lessons in Another World: Alternative Educational Settings Using Massive Multiplayer Online Role Playing /Social Games to Enhance Education. Jennifer Moore GED 628 Summer 2009

  2. What the heck is THAT ?! • MMORPG • MMOSG • Virtual World/3-D World

  3. What is an MMORPG? • Massively multiplayer online role-playing game (MMORPG) is a genre of computer role-playing games in which a large number of players interact with one another within a virtual game world. • As in all RPGs, players assume the role of a fictional character and take control over many of that character's actions. • MMORPGs are distinguished from single-player or small multi-player RPGs by the number of players. • The game's persistent world is usually hosted by the game's publisher in which the world continues to exist and evolve while the player is away from the game.

  4. MMORPG’s… Just to Name a Few: • Game List: www.MMORPG.com

  5. Virtual Worlds or MMOSG’s • A virtual world is an interactive simulated environment accessed by multiple users through an online interface. • There are many different types of virtual worlds, however there are six features all of them have in common: 1. Shared Space: the world allows many users to participate at once. 2. Graphical User Interface: the world depicts space visually, ranging in style from 2D "cartoon" imagery to more immersive 3D environments. 3. Immediacy: interaction takes place in real time. 4. Interactivity: the world allows users to alter, develop, build, or submit customized content. 5. Persistence: the world's existence continues regardless of whether individual users are logged in. 6. Socialization/Community: the world allows and encourages the formation of in-world social groups like teams, guilds, clubs, cliques, housemates, neighborhoods, etc • http://www.virtualworldsreview.com/info/whatis.shtml

  6. The Sims OnlineSora CityThereTowerChatTravelerVirtual IbizaVirtual Magic KingdomVoodoo ChatVPchatVZoneswhyrobbierocksWhyvilleWorlds.comYohoho! • Puzzle Pirates MMOSG’s… Just to Name a Few: Active WorldsCoke StudiosCybertownDisney's ToontownDreamvilleDubitHabbo HotelThe ManorMokitownMooveMuseThe PalacePlaydoSecond Life

  7. Geeks…Nerds…. & Dorks…. Oh My!! • 1. World of Warcraft, released 2004 – 8.5 million subscribers.2. Habbo Hotel, released 2000 – 7.5 million active users.3. RuneScape, released 2001 – 5 million active users.4. Club Penguin, released 2006 – 4 million active users.5. Webkinz, released 2005 – 3.8 million active users.6. Gaia Online, released 2003 – 2 million active users.7. Guild Wars, released 2005 – 2 million active users.8. Puzzle Pirates, released 2003 – 1.5 million active users.9. Lineage I/II, released 1998 – 1 million subscribers.10. Second Life, released 2003 – 500,000 active users. • http://www.forevergeek.com/2007/06/top_10_mmorpgs_by_player_numbers/

  8. You May Think it is Just a Fad… but Look at the Numbers! • Blizzard (makers of WoW and Diablo just to name a few) have produced a record number of 14+ MILLION subscriptions to the game of WoW worldwide. • At the average rate of $14.99 per month Blizzard is making $209,860,000 A MONTH. • That’s revenue of approximately $2,518,320,000 every year. • Two and a half BILLION dollars a year. • http://imtankingwhat.wordpress.com/tag/mmorpg/

  9. A Quick Look at…

  10. Benefits of MMORPG/MMOSG in Education • For multiple subjects including ELA and learning foreign languages, games—especially massively multiplayer online role-playing games (MMORPGs)—create a simulated environment of language immersion. • Inside these games is an environment where students are given the opportunity to apply their language skills toward "real life" goals within an extensive context that is supportive of a wide variety of solutions. • Because this framework already exists, the teacher is free to spend his or her time playing the role of guide, making sure students stay on task and receive the additional information they need to overcome obstacles on their way toward achieving their goal. http://www.academiccommons.org/commons/essay/bryant-MMORPGs-for-SLA

  11. Some Uses for MMORPG’s/MMOSG’s in Education • For Foreign Language Classes: In many games you can use different language settings. You can often choose to converse in real time to real people in several languages. • For Problem Solving Strategies: Many MMORPG’s offer challenging goals or quests that must be accomplished in order to proceed in the game. • For Team Building Skills: Quests or challenges in a many MMORPG’s can only be accomplished through strategic planning by several team members at once. • English Language Arts: RPG/OSG’s are socially motivated. Complex ideas have to be communicated in real time to several different individuals at once. These chats offer opportunities to challenge players to use higher level vocabulary , correct spelling and grammar.

  12. Some More Uses for MMORPG’s/MMOSG’s in Education • Economics/Mathematics: Most online multiplayer games call for a unique economic system including auctions, earning money, saving money, spending to increase the game experience. Some games like Second Life have their own dollar system, where people can make money in real life selling products in the Game. • Playing MMORPGs have the potential to give learners practice at strategic thinking, planning, decision-making and judgment. They might also provide an arena for developing skills at leadership (and followership), interpersonal communications and management. • “Sneaky Teaching”: Allows us to teach students things while they are ‘playing’, they are actually learning. A game environment is more fun, therefore students pay attention more and stay active longer. • http://edtechlife.com/files/dissertation/Wagner_Mark_Dissertation.pdf

  13. Still Some More Uses for MMORPG’s/MMOSG’s in Education • Available for students who can not attend school, have little to no interest in traditional lessons, struggle with interpersonal skills or self expression. • Provides a platform for students to demonstrate knowledge of lesson content in an alternative manner. • MMORPG’s offer opportunities for cooperation, collaboration, connecting outside of the classroom, being graded on performance versus testing, recording activity, high-interest. • Drafting/Creative Arts: Many MMORPG’s offer opportunities to build your own space and design it’s contents. It also allows instructional designers to construct shared simulated experiences otherwise impossible in school settings. • Appeals to different learning modalities, can increase self esteem, increases technology skills and computer/software knowledge.

  14. Let Us Be Realistic… • Technology like MMORPG’s and MMOSG’s have seemingly unlimited uses for the classroom, especially with those designed specifically to teach a specific subject. • Such games are valuable, but can not replace real world experiences, interaction, responsibilities and socialization. • When used universally (for all students, not just those with gaming savvy) in a lesson with specific and explicit goals stated before, during and after game play, MMORPG’s can be an effective teaching tool.

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