scholarly journals Rochester Castle MMORPG: Instructional gaming and collaborative learning at a Western Australian school

Author(s):  
Mark J.W. Lee ◽  
Ken Eustace ◽  
Geoff Fellows ◽  
Allan Bytheway ◽  
Leah Irving

<span>This paper reports on the first stage of a project to develop and test the use of massively multiplayer online role playing games (MMORPGs) for promoting computer supported collaborative learning through instructional gaming in the high school classroom. Teachers and students of English and Science at Swan View Senior High School, Western Australia were involved in a pilot study as "proof of concept", in which they participated in both game design and game play within a MOO based collaborative virtual environment with a medieval castle theme.</span>

2019 ◽  
Vol 8 (7) ◽  
pp. 50
Author(s):  
Julia Vladimirovna Kapralova ◽  
Lada Alekseevna Moskaleva ◽  
Iana Arthurovna Byiyk

The article deals with the traditional game approaches that have well recommended themselves at the lessons of the Russian language, and their potential and ways of modifying into a single game space of the lesson is being discussed. Basing on personal experience, the authors of the article present the possibilities of organizing a Russian language lesson in the form of a quest. Many experts rightly paid attention to the effectiveness of using games in the learning process. Despite the attractiveness for teachers and students, until recently, game approaches as a form of education have remained on the periphery of the educational process, being just a supplement to the main methods. Only role-playing games can be called an exception, with their being included both in the educational process of school and university education, and in professional-oriented training of specialists. However, under the influence of processes in modern culture and the active development of gaming technology, the "gamification" of education acquires the character of a mass phenomenon both at school and in higher educational institutions, and ignoring these processes is not only impossible but impractical. In this regard, the article provides a scientific and methodological understanding of this form of education and identifies the structural peculiarities of the quest unlike the other game forms. The article is addressed to teachers of Russian as a foreign language and can be used as a kind of model for conducting quests in classes both in various courses on grammar, reading, writing, listening, linguistic and cultural studies, and in students' independent educational activities.


2011 ◽  
Vol 2011 ◽  
pp. 1-9
Author(s):  
Fang You ◽  
Jianping Liu ◽  
Xinjian Guan ◽  
Jianmin Wang ◽  
Zibin Zheng ◽  
...  

Massively multiplayer online role-playing games (MMORPGs) have great potential as sites for research within the social and human-computer interaction. In the MMORPGs, a stability player taxonomy model is very important for game design. It helps to balance different types of players and improve business strategy of the game. The players in mobile MMORPGs are also connected with social networks; many studies only use the player's own attributes statistics or questionnaire survey method to predict player taxonomy, so lots of social network relations' information will be lost. In this paper, by analyzing the impacts of player's social network, commercial operating data from mobile MMORPGs is used to establish our player taxonomy model (SN model). From the model results, social network-related information in mobile MMORPGs will be considered as important factors to pose this optimized player taxonomy model. As experimental results showed, compared with another player taxonomy model (RA model), our proposed player taxonomy model can achieve good results: classification is more stable.


2020 ◽  
Vol 55 ◽  
pp. 233-250
Author(s):  
Viktoriia Lemeshchenko-Lagoda ◽  
Iryna Kryvonos

The article presents the analysis of the implementation of interactive technologies at the English for specific purposes lessons for motivating students at agrarian and technical universities. It is emphasized that the use of an interactive learning model, which includes modelling life situations, the use of role-playing games, joint problem solving, effects students’ motivation. Unlike the subject-object approach, the students become the subjects of interaction; they actively participate in the learning process, following their individual route. The students acquire knowledge in the process of interactive learning not in the finished form, but obtain it themselves, in the process of their own activity. Therefore, the goal of the teacher is to create the conditions under which the students will discover new knowledge, construct it, and use it. It is noted that the process of learning a foreign language for special purposes requires the creation of a mixed learning environment, in which a new type of cooperation between teachers and students emerges. The authors gave the examples of the use of interactive learning technology which can improve the training of future professionals and ensure the formation of the professional foreign language communication skills. The results of experimental implementation of interactive means for developing students’ motivation are presented.


Author(s):  
Александра Валерьевна Никитина

Рассмотрено понятие «геймификация» и его значение для сферы образования. Разведены понятия «геймификация» и «игровое обучение». Представлены направления, по которым велась трансформация систем обучения через принятие принципов геймдизайна в эксперименте группы родителей по семейному обучению в г. Чебоксары: обучение через получение опыта (учителя не дают готовых ответов, а предлагают для решения задачи и проблемы на основе комплекса дисциплин), осуществление контроля посредством древа навыков (визуально представленной разветвленной карты развития ученика, которая предполагает самостоятельный выбор направления развития тех или иных его умений и навыков), конструирование методики преподавания дисциплин с учетом жанровой специфики видеоигр (игры-действия, симуляторы, стратегии, ролевые игры, приключения, головоломки), специфический дизайн учебного класса (через соотношение приватной и публичной зон). Описаны положительные и отрицательные эффекты внедрения данных направлений: повышение мотивации, прозрачность в оценивании задач, стремление к развитию, точечное решение проблем ребенка, связанных с его коммуникативными и познавательными навыками; возникновение внутренних конфликтов, связанных с получением знания через опыт, постоянное внимание со стороны учителя, тьютора и психолога. The article considers the concept of gamification and its significance for the sphere of education; differentiates the concepts of gamification and game learning; provides the areas of transformation of training systems through teaching the principles of game design in a family learning group in Cheboksary: learning through experience (teachers do not give answers, but offer some tasks and problems through a set of disciplines), control through the skill tree (a skill tree is a visual branched map of the student’s development, which assumes an independent choice of the area of development of his skills and abilities), the design of disciplines, taking into account the genre of video games (games, simulations, strategies, role-playing games, adventures, puzzles), the specific design of the classroom (through the ratio of private and public zones). The article also describes positive and negative effects of the introduction of these orientations: increased motivation, transparency in the assessment of tasks, the desire for development, the point solution of the child’s problems associated with his communication and cognitive skills; the emergence of internal interactions associated with the acquisition of knowledge through experience, constant attention from the teacher, tutor and psychologist.


2015 ◽  
Vol 7 (2) ◽  
pp. 15-31
Author(s):  
Li-Chun Huang ◽  
Chia-Ping Yu

Based on self-monitoring theory, this study integrates the constructs of group climate, game design, leadership self-efficacy, and leadership experiences to investigate leadership behavior in MMORPGs. The authors adopted questionnaires (138 samples) as a means to observe leadership behaviors in MMORPGs. The research results show that group climate, game design and leadership self-efficacy have a positive influence on leadership. From a theoretical viewpoint, the authors' studies confirm that leaders adjust and control their behavior according to what kind of group climate they perceive, how confidently they act as leaders and what functions are provided by the online game system. A practical implication of this study is that MMORPGs provide an opportunity for players to effectively and quickly learn leadership skills. The authors suggest that leaders who are lacking in social skills initiate social interactions with others on MMORPGs; this can help them develop leadership self-efficacy or manage their team through effective game designs.


2018 ◽  
Vol 8 (4) ◽  
pp. 1
Author(s):  
Min Lun Wu

Digital game-based learning (DGBL) has gained traction on various educational levels in recent years as educators continue to seek best practices and researchers keep conducting studies to investigate the affordances and constraints of such technology-mediated instruction. This paper discusses the intersections between the historical development of educational digital games and contemporary theories of learning. Resultant from the review, a typology of educational digital games consisting of four genres -- edutainment and educational game applications, serious games, commercial off the shelf and massive multiplayer online role-playing games, and educational game design tools--is devised to help teachers interested in digital games better understand the pedagogical processes and cope with challenges involved in implementing DGBL. The paper concludes with the importance that the implementation of different genres of educational digital games in instruction entails teachers’ usage of different pedagogical strategies in accordance with the chosen game genre and opportunities to teach subject area content.


2015 ◽  
Vol 24 (2) ◽  
pp. 600-608 ◽  
Author(s):  
Amanda Nathale Soares ◽  
Maria Flávia Gazzinelli ◽  
Vânia de Souza ◽  
Lucas Henrique Lobato Araújo

This is an experience report on the creation of a Role Playing Game used as a pedagogical strategy for promoting the development of autonomy and critical-reflexive thinking among undergraduate students of Nursing during their training. The game's creation took place in the School of Nursing of the Federal University of Minas Gerais, between November 2011 - March 2012, involving four stages: definition of the game design; creation of the game's prototype; and evaluation of the game's dynamic by players of Role Playing Games; and preparation of the 'masters'. The game was created with the aim of providing the students of the Nursing Course with metaphorical experience of problem-situations corresponding to the main scenarios of professional activity. It is believed that the game prepared constitutes a pedagogical strategy in which the students engage and become involved in their process of thinking, of elaborating new meanings, of knowing and of acting.


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