16 July 2008

MMORPGs in education - jury’s still out?

I was at NECC 08 recently and bumped into some interesting people. One of whom was Mark Wagner who presented on his PhD research into the use of massively multi-player online role playing games (MMORPGs) in education.

According to the literature review for his thesis, MMORPGs offer significant possibilities for rich social interactions and learning.  They include:

  • Engagement and motivation
  • Context-embedded learning
  • Inquiry-driven learning
  • Socially negotiated learning
  • Reflection and metacognition
  • Social change

Mark set about testing these via the Delphi method and, from his discussions with a number of experts in the field of education, learning and gaming, he concluded that these benefits were possible but that a good body of evidence needed to be further developed.

He does, though, have a number of recommendations for educators and these are as follows:

  • Use existing commercial MMORPGs with students, particularly in relation to developing 21st Century Learning Skills.
  • Support MMORPG play with dedicated, structured and frequent debriefing.
  • Use MMORPGs to motivate and engage students.
  •  Use MMORPGs as a context for student learning, including social learning.
  • But beware infrastructure needs and logistical challenges.

We went through a few examples that he recommends, which I have diigo-ed.  You can find them here.  Please take a look when you can.

Posted in Games, Teaching and learning by Lee Davis at 6:36 pm  | Comments (0)

16 November 2007

Web-based games and creative writing in the primary years

There has been a lot of discussion recently about Samorost and Samorost 2 - fantasy, Flash-based games by Amanita.

Samorost 2

The discussion has centred on how the games have been used in creative writing classes in primary schools and the dramatic impact they have had on improving student outcomes in this area.

One teacher has blogged about her experiences with it and you can see a summary of her principal entries below:

  • Setting the scene: stating the initial issues, eg “Descriptions of any sort seem quite hard for my students to write – they consist of basic details of what can be seen, without any emotional connection to either character or setting.”
  • Initial reactions from students: When you activate certain objects or certain people you have to think how it will affect your surroundings.” Martin. “When we worked as a team we did well. Everyone thought it was exciting so they all wanted a turn.” Timothy
  • Student responses and outputs: setting the scene and putting themselves in the character’s shoes
  • Six Thinking Hats and Samorost: The teacher used de Bono’s six Thinking Hats to help structure her reflections and evaluation of the experience.
  • Final reflections: a wonderful final reflection post, looking back on why it went so well. Read the comments too - they help frame the post.

If this isn’t a great example of a teacher’s e-portfolio, I don’t know what is.

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