You are here:

A Social Network Game as virtual Third Place: Community Enabler in Virtual Learning Environments?
PROCEEDINGS

, , Bauhaus-Universität WeimarBauhaus-Institute for Infrastructure Solutions (b.is), Germany

EdMedia + Innovate Learning, in Montreal, Quebec, Canada ISBN 978-1-939797-16-2 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC

Abstract

Virtual Learning Environments (VLEs) are essential components especially in distance learning. However, they show shortcomings in terms of community building. Because (community-induced) social interactions are considered to be a fundamental part of learning, there is still a need for strategies to mitigate this weakness. On the other hand video games have proven to be community-enabling catalysts. Combining both facts leads to the idea of using a video game as community builder. Therefore we present the case of a simple Social Network Game (SNG). We evaluate this SNG (Fliplife) as a virtual third place. We also match an accepted set of rules for building virtual communities to characteristics of Fliplife. In sum we found evidence that it facilitates social interactions. As a consequence we propose the integration of a Fliplife-like game into a VLE to foster community building and thus to improve the learning success.

Citation

Söbke, H. & Londong, J. (2015). A Social Network Game as virtual Third Place: Community Enabler in Virtual Learning Environments?. In S. Carliner, C. Fulford & N. Ostashewski (Eds.), Proceedings of EdMedia 2015--World Conference on Educational Media and Technology (pp. 665-678). Montreal, Quebec, Canada: Association for the Advancement of Computing in Education (AACE). Retrieved April 20, 2019 from .

Keywords

View References & Citations Map

References

These references have been extracted automatically and may have some errors. If you see a mistake in the references above, please contact info@learntechlib.org.