conference :: Lee, J. J. & Hoadley, C. (2006). Online Identity as a Leverage Point for Learning in Massively Multiplayer Online Role Playing Games (MMORPGs). Proceedings of the Sixth IEEE International Conference on Advanced Learning Technologies. Kerkrade, The Netherlands: IEEE Press.

last updated: 2008-10-10 09:56:20

Abstract

Several researchers have argued for the use of games in the classroom because they are engaging and provide many valuable learning opportunities. In many cases, however, edutainment has failed. This paper argues that not enough attention has been given to video games' role in identity development and exploration, important corequisites for learning. A case study of a five-week course is included, in which fourteen students participated in two massively multiplayer online games (MMORPGs) as a technology for identity and learning. We propose that identity may be the key to transcending the engagement/learning tradeoff in educational gaming.


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Authors
  • No_image_small_mask_ffffff Joey Lee
  • No_image_small_mask_ffffff Christopher Hoadley

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Target Audience

Youth (13-18)
Adults (19-54)

Project Type

Research
Cyber-learning
Technology/software product
Educational game

Project Setting

Internet
School

Subject Area

Technology
Informal Learning