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Training by Gaming: A Research Framework to Evaluate Pre-service Teachers' Training with Massively Multiplayer Online Games
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, , , University of Nevada Las Vegas, United States

Society for Information Technology & Teacher Education International Conference, in Las Vegas, Nevada, USA ISBN 978-1-880094-64-8 Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA

Abstract

Videogames have become a cultural and commercial phenomenon across the globe. Researchers and educators have been working to understand how to leverage these tools in education. However, there are few training opportunities that focus on the positive attributes of games in education for preservice teachers. This paper describes research in progress and outlines a research plan designed to examine how a simple instructional intervention can emphasize the salient, educational attributes of Massively Multiplayer Online Games. Specifically, the design calls for twenty participants to be randomly assigned to either an instructional group or a control group. In both, their knowledge (content and structural), perceptions of MMOGs in education, and perceived competency in using MMOGs in education will be evaluated. The importance of this study and its implications for teacher preparation will be discussed.

Citation

Schrader, P., Archambault, L. & Oh Young, C. (2008). Training by Gaming: A Research Framework to Evaluate Pre-service Teachers' Training with Massively Multiplayer Online Games. In K. McFerrin, R. Weber, R. Carlsen & D. Willis (Eds.), Proceedings of SITE 2008--Society for Information Technology & Teacher Education International Conference (pp. 1799-1804). Las Vegas, Nevada, USA: Association for the Advancement of Computing in Education (AACE). Retrieved June 24, 2019 from .

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