scholarly journals Design and Implementation of an MMO

Author(s):  
Louisa Rosenheck ◽  
Susannah Gordon-Messer ◽  
Jody Clarke-Midura ◽  
Eric Klopfer

Games can be a powerful tool for learning not only content knowledge but also skills and ways of thinking. In a classroom, the instructional design that goes into the implementation of a learning game is as important as the game itself. The Radix Endeavor is a multiplayer online game for inquiry-based STEM learning in which players explore mathematical and biological systems and use their understanding of those systems to solve problems in a virtual world. This chapter will present case studies of teachers implementing Radix in their classroom with a wide variety of formats, approaches, and learning goals. The authors will examine how key elements of an implementation impact student and teacher experiences and support problem-solving and inquiry learning. The chapter will explain the importance of implementation decisions, which will aid teachers and instructional designers integrating game-based learning into their own curriculum.

Author(s):  
Scott J. Warren ◽  
Mary Jo Dondlinger

This chapter discusses two games that were designed to target learning as well as implications for the design of future games intended for this purpose. It illustrates how the ADDIE model of instructional design can be leveraged to produce digital game spaces as well as the limitations that designers face based on the goals of the project, the chosen technology, and the audience chosen for the digital intervention. The goal of this chapter is to use real-world examples of learning game design processes in order to prepare instructional designers for the complexity of using game and instructional design principles as a means of improving student motivation, learning, and other psychological factors that prepare them for engaging meaningfully in the educational experience.


2018 ◽  
Vol 12 (1) ◽  
pp. 11-17 ◽  
Author(s):  
Damir Vusić ◽  
Robert Geček

The paper examines literature on the subject of instructional design and game based learning with the aim of identifying its positive effects and impact on users. Special attention was given to learning, encouragement and development of skills acquired through the use of game based learning. Game based learning is considered to be a complex system that requires instructional support geared towards stimulating cognitive processes. Several empirical research papers which provide insight into this field of interest have been chosen. The second set of papers provides confirmation accompanied with an analysis of instructional support as a function of the learning support. Also included were recent works which indicated the need for further research and the heterogeneity of the existing research. Other works complemented the unit and are mutually interconnected by a methodological approach providing insight into the issues that should be investigated in the future.


2015 ◽  
pp. 1118-1132 ◽  
Author(s):  
Shannon Kennedy-Clark ◽  
Vilma Galstaun ◽  
Kate Anderson

This chapter presents a case study that used an online game in a pre-service science teacher training course in the context of computer-supported inquiry learning. Numerous studies have shown that pre-service teachers complete their education with an inadequate range of skills and knowledge in the use of technology in the classroom. In this study, the authors focus on developing pre-service teachers' skills in using a game to teach students through inquiry-based learning. The game used in this study was Death in Rome, a free to access point-and-click game. In the workshop, the participants were required to complete an inquiry-based learning activity using an online game. Overall, this study shows a positive change in attitudes towards game-based learning in science education.


Author(s):  
Shannon Kennedy-Clark ◽  
Vilma Galstaun ◽  
Kate Anderson

This chapter presents a case study that used an online game in a pre-service science teacher training course in the context of computer-supported inquiry learning. Numerous studies have shown that pre-service teachers complete their education with an inadequate range of skills and knowledge in the use of technology in the classroom. In this study, the authors focus on developing pre-service teachers’ skills in using a game to teach students through inquiry-based learning. The game used in this study was Death in Rome, a free to access point-and-click game. In the workshop, the participants were required to complete an inquiry-based learning activity using an online game. Overall, this study shows a positive change in attitudes towards game-based learning in science education.


Author(s):  
Nadia Sarahi URIBE-OLIVARES ◽  
Paul Rafael SIORDIA-MEDINA ◽  
Aldo ZEA-VERDÍN

From the perspective of experts in instructional design, what pedagogical elements favor the construction of virtual learning environments? It is the question that guides the present investigation. Education has had significant changes in recent decades, so institutions would be expected to transform. The management of educational change must be carried out from within the institutions themselves, who, through the operability of their educational model, foster the learning of their students. The innovation elements of an institution involve the entire educational community. The pedagogical foundations must permeate the management team, teachers and administrative staff to achieve true educational quality in any educational modality. This research focuses on the particularities of the virtual modality. It aims to analyze the different perspectives of instructional designers of institutions of higher and higher education regarding what pedagogical elements are necessary in offering virtual education. It also analyzes the professional profile of those who exercise the role of instructional designer in the different institutions.


10.28945/2913 ◽  
2005 ◽  
Author(s):  
Stephen L. Martin

Briefly the objective of this presentation is to provide an overview of the origin of the concept and term of learning object in instructional design within the context of standardized, sharable, computer-based operations. Secondly, the philosophical foundations will be discussed mainly in terms of the framework of the crucial distinction between learning objects as mere external knowledge objects and the process of self-reflective learning that is needed to make the use of learning objects truly successful. Both the historical and philosophical foundations of learning objects will be treated in terms of the relationship between learning objects and learning subjects. The latter includes both instructional designers in the historical and practical development of learning objects, and the audience for which learning objects are intended to help educate. Particularly, historical and philosophical foundations should recognize the dual trajectory towards producing standardized small curricular units and at the same time affecting, educating and even transforming learners.


2021 ◽  
Vol 6 (2) ◽  
pp. 22-37
Author(s):  
Sian Tomkinson ◽  
Jordana Elliott

G Fuel, an energy drink marketed towards gamers, performs a ‘contemporary’ gamer persona to interact with its audience, drawing upon an array of gaming influencers to appeal to fans of these figures. Specifically, this contemporary gamer persona builds upon the ‘geeky’ male gamer identity that has been constructed by marketers and adopted by players, utilising elements of esport such as skilfulness and focus. However, this persona also reimagines the gamer identity in alternative ways, such as gaming as an athletic activity – one that requires much mental and physical energy—and as an activity that connects players to others, and is exciting and glamourous, evocative of the lifestyles of gaming influencers. Thus, the contemporary gamer persona signals that there has been a shift in the popular discourses surrounding the ‘gamer’ identity in specific gaming micro-publics. The energy drink company G-Fuel is aware of this shift and strengthens this persona by forming partnerships with gamer microcelebrities and influencers. In this article, we find that in G Fuel’s construction and maintenance of the contemporary gamer persona, they seek to appeal to the wider gaming audience, but must constantly negotiate a balance between popular but controversial influencers and a commitment to diversity learner personas playful identity performance game-based learning game-making live action roleplay


Author(s):  
Karla Muñoz ◽  
Paul Mc Kevitt ◽  
Tom Lunney ◽  
Julieta Noguez ◽  
Luis Neri

Teaching methods must adapt to learners’ expectations. Computer game-based learning environments enable learning through experimentation and are inherently motivational. However, for identifying when learners achieve learning goals and providing suitable feedback, Intelligent Tutoring Systems must be used. Recognizing the learner’s affective state enables educational games to improve the learner’s experience or to distinguish relevant emotions. This chapter discusses the creation of an affective student model that infers the learner’s emotions from cognitive and motivational variables through observable behavior. The control-value theory of ‘achievement emotions’ provides a basis for this work. A Probabilistic Relational Models (PRMs) approach for affective student modeling, which is based on Dynamic Bayesian Networks, is discussed. The approach is tested through a prototyping study based on Wizard-of-Oz experiments and preliminary results are presented. The affective student model will be incorporated into PlayPhysics, an emotional game-based learning environment for teaching Physics. PRMs facilitate the design of student models with Bayesian Networks. The effectiveness of PlayPhysics will be evaluated by comparing the students’ learning gains and learning efficiencies.


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