In this study, meta-cognitive strategies for gaming are developed and adopted to help students effectively exercise social problem solving skills. A Massively Multiple Online Role Playing Game, Gersang, was selected as a game-based learning environment to achieve this goal. According to Dickey (2007), a MMORPG provides a flexible learning environment which provides scaffolding for problem solving along with elements which foster intrinsic motivation. He suggested that a MMORPG is a persistent, networked, interactive, narrative environment in which players collaborate, strategize, plan, and interact with objects, resources, and other players within a multimodal environment. Gersang simulates the Korean economy of 200 years ago and it contains many aspects of economics, so one of the
main objectives of this study is to reveal the effects of meta-cognitive strategies on students’ achievement in economics. Students’ social problem solving skills are also expected to be positively affected by the meta-cognitive strategies as they successfully proceed to play the
game. This study tries to enlarge the scope of game-based learning by adopting commercial games already known to students and combining these games with well-developed learning strategies, rather than developing new educational computer games.