MMOGs: Beyond the Wildest Imagination
Article
Jonathan Gratch, University of North Texas, United States ; Janet Kelly, Texas Christian University, United States
Journal of Interactive Learning Research Volume 20, Number 2, ISSN 1093-023X Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC
Abstract
Invited as a paper from SITE 2007
Historically, Massive Multiplayer Online Games (MMOGs) have been used for entertainment purposes, but that is rapidly changing. Advances in computer technology and an enhanced perception of functionality have allowed MMOGs to combine with other technologies, such as networking and web-based learning, to provide educators with opportunities to create new and unusual learning environments. Through MMOGs, it is possible for learners to engage in explorations that promote a constructivist perspective; that is, learners will experience, build, and modify their virtual world based upon prior knowledge and understanding. In these virtual worlds of MMOGs, learners actually experience the concrete realities that words and symbols only describe. MMOGs represent the wave of the future in not only entertainment, but also in education.
Citation
Gratch, J. & Kelly, J. (2009). MMOGs: Beyond the Wildest Imagination. Journal of Interactive Learning Research, 20(2), 175-187. Waynesville, NC: Association for the Advancement of Computing in Education (AACE). Retrieved August 9, 2024 from https://www.learntechlib.org/primary/p/26195/.
© 2009 Association for the Advancement of Computing in Education (AACE)
Keywords
References
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