Rich and complex sets of interactions among players are observed such as cooperation,
681 competition, and sociability. Players may cooperate for accomplishing difficult tasks,
682 compete against others exhibiting strategic thinking and problem-solving, and develop
683 social relations which even extend beyond the limits of the game environment, to real life
684 settings. Beyond their groups, players also feel part of the game community with shared
685 interests and objectives, a ‘‘community of practice’’ (Wenger 2006).
686 Although the perceptions and the meaning the player attributes to the game environment
687 can be related with the actual impact of the game on the player’s behaviour (Murphy 2007),
688 the perceptions of the players on the learning impact of the game discussed in this paper do not
689 necessarily identify with actual learning outcomes. Since there are indications that the per-
690 ceptions of the learning occurring in an environment are linked to the learning and cognitive
691 outcomes [Rovai 2002; Pace 1990 and Corrallo 1994, p. 23, as cited in Rovai (2002)], the
692 findings of this study could provide some insights on the skills and processes required in the
693 game and contribute to the establishment of directions for the further study, through exper-
694 imental methods and measurable data, of the learning impact and outcomes of MMOGs.
695 The sample of this research was consisted of volunteers and mainly Greeks, with possible
696 implications to the socio-demographic and cultural background of the participants and their
697 perceptions of the games. A comparative study with the respective perceptions of players of
698 different nationalities or cultural backgrounds could help identify possible differences of
699 similarities to the players’ experiences and attitudes with respect to MMOGs.
700 Through the identification of elements and process relevant to learning inMMOGs we hope
701 to contribute to the research field and also to the design of effective learning environments. It
702 seems that learning and the acquisition of expertise inMMOGs do not constitute the goal of the
703 environment but rather emerge spontaneously as a means for attaining the goals. Although
704 further research on the impact of specific elements of MMOGs on the learning outcomes is
705 certainly required, it seems that learning environments could benefit from the good practices of
706 MMOGs through the integration of not only the cognitive content, but also through appropriate
707 and relevant tasks and the support of social and instrumental interactionsamong the participants
708 and of motivating and affective elements, into an integrated and functional environment.
Rich and complex sets of interactions among players are observed such as cooperation,
681 competition, and sociability. Players may cooperate for accomplishing difficult tasks,
682 compete against others exhibiting strategic thinking and problem-solving, and develop
683 social relations which even extend beyond the limits of the game environment, to real life
684 settings. Beyond their groups, players also feel part of the game community with shared
685 interests and objectives, a ‘‘community of practice’’ (Wenger 2006).
686 Although the perceptions and the meaning the player attributes to the game environment
687 can be related with the actual impact of the game on the player’s behaviour (Murphy 2007),
688 the perceptions of the players on the learning impact of the game discussed in this paper do not
689 necessarily identify with actual learning outcomes. Since there are indications that the per-
690 ceptions of the learning occurring in an environment are linked to the learning and cognitive
691 outcomes [Rovai 2002; Pace 1990 and Corrallo 1994, p. 23, as cited in Rovai (2002)], the
692 findings of this study could provide some insights on the skills and processes required in the
693 game and contribute to the establishment of directions for the further study, through exper-
694 imental methods and measurable data, of the learning impact and outcomes of MMOGs.
695 The sample of this research was consisted of volunteers and mainly Greeks, with possible
696 implications to the socio-demographic and cultural background of the participants and their
697 perceptions of the games. A comparative study with the respective perceptions of players of
698 different nationalities or cultural backgrounds could help identify possible differences of
699 similarities to the players’ experiences and attitudes with respect to MMOGs.
700 Through the identification of elements and process relevant to learning inMMOGs we hope
701 to contribute to the research field and also to the design of effective learning environments. It
702 seems that learning and the acquisition of expertise inMMOGs do not constitute the goal of the
703 environment but rather emerge spontaneously as a means for attaining the goals. Although
704 further research on the impact of specific elements of MMOGs on the learning outcomes is
705 certainly required, it seems that learning environments could benefit from the good practices of
706 MMOGs through the integration of not only the cognitive content, but also through appropriate
707 and relevant tasks and the support of social and instrumental interactionsamong the participants
708 and of motivating and affective elements, into an integrated and functional environment.
การแปล กรุณารอสักครู่..
