Multiplayer Online Games as Educational Tools

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.