Following our previous exploratory work on the aspects of the design and the social
56 environment of MMOGs that may support collaborative learning this
57 study aims at addressing the requirement for theoretical frameworks, tools, and empirical
58 data, through the examination and mapping of elements and player practices of MMOGs
59 within a learning context. The objective of this paper is the identification of (a) skills and
60 knowledge emerging and practiced in MMOGs, (b) practices and mechanisms the players
61 employ for learning the game and acquiring expertise, and (c) the impact of the design of
62 the game environment on the learning practices of the players.
63 We employ a mixed method research, combining a qualitative and a quantitative
64 approach. The main research tools employed were participant observation in different
65 MMOGs so as to acquire a better insight of the design of the environment and the player
66 practices, interviews with expert MMOG players, and a survey addressed to MMOG
67 players.
68 For the analysis and the interpretation of our data, and the mapping of MMOGs ele-
69 ments, processes and outcomes within a learning context, we considered three main aspects
70 which seem to be critical for the design of effective learning environments: the cognitive aspect, the social aspect, and the affective aspect. Consideration of all these three aspects is
72 important for a holistic understanding of learning in a learning environment These aspects in relation to our study are further discussed in the
74 ‘‘Theoretical framework’’ section.
Following our previous exploratory work on the aspects of the design and the social
56 environment of MMOGs that may support collaborative learning this
57 study aims at addressing the requirement for theoretical frameworks, tools, and empirical
58 data, through the examination and mapping of elements and player practices of MMOGs
59 within a learning context. The objective of this paper is the identification of (a) skills and
60 knowledge emerging and practiced in MMOGs, (b) practices and mechanisms the players
61 employ for learning the game and acquiring expertise, and (c) the impact of the design of
62 the game environment on the learning practices of the players.
63 We employ a mixed method research, combining a qualitative and a quantitative
64 approach. The main research tools employed were participant observation in different
65 MMOGs so as to acquire a better insight of the design of the environment and the player
66 practices, interviews with expert MMOG players, and a survey addressed to MMOG
67 players.
68 For the analysis and the interpretation of our data, and the mapping of MMOGs ele-
69 ments, processes and outcomes within a learning context, we considered three main aspects
70 which seem to be critical for the design of effective learning environments: the cognitive aspect, the social aspect, and the affective aspect. Consideration of all these three aspects is
72 important for a holistic understanding of learning in a learning environment These aspects in relation to our study are further discussed in the
74 ‘‘Theoretical framework’’ section.
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