Multiplayer Online Games as Educational Tools Facing New Challenges in Learning Paraskeva, Mysirlaki, Papagianni (2009) Rationale -Second Life -18 million users -World of Warcraft -Nearly 20 million users Strengths -Engaging -Controllable -Customizable by students and faculty -Non-gender-based -Existing skills Weaknesses -Self-esteem -Identity of Fantasy -Addiction -Communication breakdown Conclusions -Interactivity and “fun factor” essential -Cooperative gameplay -Connecting virtual and real world experiences Reference Paraskeva, Mysirlaki, & Papgianni. (2009). Multiplayer online games as educational tools: Facing new challenges in learning. Computers & Education, 54, 498505.
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