Gaming for classroom-based learning digital role playing as a motivator of study

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adam_text IMAGE 1 TABLE OF CONTENTS PREFACE XV SEETION 1 GAMING RELEVANT TO CLASSROOM TEACHING AND LEARNING CHAPTER 1 A TAXONOMY OF EDUCATIONAL GAMES 1 DAN 0 BRIEN, UNIVERSITY O/LLLINOIS, USA KIMBERLY A. LAWLESS, UNIVERSITY O/LLLINOIS, USA P G. SCHRADER, UNIVERSITY O/NEVADA, LAS VEGAS, USA CHAPTER2 THE DESIGN AND DEVELOPMENT OF EDUCATIONALLMMERSIVE ENVIRONMENTS: FROM THEORY TO C LASSROOM DEPLOYMENT. 24 COLLIN B. PRICE, UNIVERSITY 0/ WORCESTER, UK J. S. MOORE, UNIVERSITY O/WORCESTER, UK CHAPTER3 INTELLIGENT TUTORING AND GAMES (I TAG ) 44 DANIELLE S. MCNAMARA, UNIVERSITY 0/ MEMPHIS, USA G. TANNER JACKSON, UNIVERSITY 0/ MEMPHIS, USA ART GRAESSER, UNIVERSITY 0/ MEMPHIS, USA CHAPTER4 USING TRIRACE IN THE CLASSROOM: PERCEPTION ON MODES AND EFFECTIVENESS 66 AYOTOLA AREMU, UNIVERSITY O/IBADAN, NIGERIA CHAPTER 5 BRIDGING INFORMAL AND FORMAL LEARNING EXPERIENCES WITH PARTICIPATORY MEDIA 84 DAVID GIBSON, ARIZONA STATE UNIVERSITY, USA IMAGE 2 SECTION 2 CASES OF GAMING USE IN TEACHING AND LEARNING CHAPTER 6 TECHNOLOGY ENHANCED LANGUAGE LEAMING IN EARLY CHILDHOOD: COMPETENCIES FOR EARLY CHILDHOOD TEACHERS 101 ELISABETH KATZLINGER, JOHANNES KEPLER UNIVERSITY LINZ, AUSTRIA CHAPTER 7 THE HAUNTED SCHOOL ON HORROR HILI: A CASE STUDY OF INTERACTIVE FICTION IN AN ELEMENTARY CLASSROOM 113 KEVIN KEE, BROCK UNIVERSITY, CANADA TAMARA VAUGHAN, TEACHER, THE WESTERN QUEBEC SCHOOL BOARD, CANADA SHAWN GRAHAM, GRAND CANYON UNIVERSITY, USA CHAPTER8 USE OF INTERACTIVE ONLINE GAMES IN TEACHING ENGLISH AS A FOREIGN LANGUAGE 125 HOE KYEUNG KIM, CLEVELAND STATE UNIVERSITY, USA CHAPTER 9 USING EDUCATIONAL ONLINE GAME TO STIMULATE LEAMING 138 LOUISE SAUVE, TELE-UNIVERSITEISAVIE, CANADA CHAPTER 10 THE EXPERIENCE OF AN ONLINE MANAGEMENT SIMULATION GAME TO FOSTER COLLABORATION AND TEAMWORK 159 HELDER FANHA MARTINS, LISBON POLYTECHNIC INSTITUTE, PORTUGAL CHAPTER 11 EXPLORING GUILD PARTICIPATION IN MMORPGS AND CIVIC LEADERSHIP 176 ADAM FRIEDMAN, WAKE FOREST UNIVERSITY, USA RICHARD HARTSHORNE, UNIVERSITY 0/ NORTH CAROLINA AT CHARLOTTE, USA PHI/LIP VANFOSSEN, PURDUE UNIVERSITY, USA SECTION 3 USE OF GAMING IN VIRTUAI WORIDS CHAPTER 12 MODDING AND REZZING IN GAMES AND VIRTUAL ENVIRONMENTS FOR EDUCATION 205 REGINA KAPLAN-RAKOWSKI, SOUTHERN ILLINOIS UNIVERSITY, USA CHRISTIAN SEBASTIAN LOH, SOUTHERN ILLINOIS UNIVERSITY, USA IMAGE 3 CHAPTER 13 CONSIDERATIONS AND METHODOLOGY FOR DESIGNING A VIRTUAL WORLD: SOLUTION FOR A LARGE CORPORATION 220 BRIAN BAUER, ETAPE PARTNERS, USA CHAPTER 14 CLASSSIM: AN APPROACH TO EDUCATOR DEVELOPMENT THROUGH A SIMULATION 238 BRIAN FERRY, UNIVERSITY O/WOLLONGONG, AUSTRALIA LISA KERVIN, UNIVERSITY 0/ WOLLONGONG, AUSTRALIA LISA CARRINGTON, UNIVERSITY 0/ WOLLONGONG, AUSTRALIA CHAPTER 15 VIRTUAL GAMING: A PLATFORM FOR MULTI-SKILLS AND MULTI-LITERACIES FOR GAMERS 252 CHAKA CHAKA, WALTER SISULU UNIVERSITY, SOUTH AFRIEA CHAPTER 16 DESIGNING GAME-BASED LEAMING ACTIVITIES IN VIRTUAL WORLDS: EXPERIENCES FROM UNDERGRADUATE MEDICINE 270 MARIA TORO-TROEONIS, IMPERIAL COLLEGE LONDON, UK MARTYN R. PARTRIDGE, IMPERIAL COLLEGE LONDON, UK EPILOGUE PRINCIPLES OF EDUCATIONAL DIGITAL GAME STRUCTURE FOR CLASSROOM SETTINGS 281 YOUNGKYUN BAEK, KOREA NATIONAL UNIVERSITY 0/ EDUEATION, KOREA COM PILATION OF REFERENCES 293 ABOUT THE CONTRIBUTORS 325 INDEX 33 1 IMAGE 4 DETAILED TABLE OF CONTENTS PREFACE XV SECTION 1 GAMING RELEVANT TO CLASSROOM TEACHING AND LEARNING SECTION ONE, GAMING RELEVANT TO CLASSROOM TEACHING AND LEARNING, INTRODUCES IDEAS OFHOW TO BRING DIGITAL GAMES EFFECTIVELY INTO CLASSROOM. THEFIRST SECTION, CONSISTING OFFIVE CHAPTERS, ATTEMPTS TO IMPLEMENT RESULTS IN ACHIEVING LEARNING OBJECTIVES BY EFFECTIVELY USING GAMES IN THE CLASSROOM. TEACHERS AND PARENTS NEED TO AGREE ON GAMES POSITIVE FUNCTIONS TOWARD STUDENTS LEARNING, DECIDE AND SELECT GOOD EDUCATIONAL GAMES RELEVANT TO CONTENT AND TASKS IN THE CLASSROOM, AND DISSEMINATE THEIR ACQUIRED KNOWLEDGE INTO THE TEACHINGFIELD. SECTION ONE OPENS WITH A CHAPTER BY 0 BRIEN. IN A TAXONOMY OF EDUCATIONAL GAMES, HE PROPOSES A TAXONOMY OF DIGITAL GAMES IN EDUCATION BASED ON THE COGNITIVE FUNCTIONS AND SKILLS PLAYERS ENGAGE. PRICE AND MOORE SUGGEST A NEW THEORETICAL APPROACH BASED ON SITUATED LEARNING, THE EXPERIENTIAL LEARNING CYCLE OF KOLB, AND THE ARCS MODEL OF KELLER IN THE DESIGN AND DEVELOPMENT OF EDUCATIONAL IMMERSIVE ENVIRONMENTS: FROM THEORY TO CLASSROOM DEPLOYMENT. THIRD SECTION OFTHIS SECTION OPENS WITH MCNAMARA, JACKSON, AND GRAESSER INTRODUCING INTELLIGENT TUTORING AND GAMES (ITAG). THEIR POINT OF VIEW IS THAT GAME-BASED LEARNING IMPROVES STUDENTS MOTIVATION WITH THE INSTRUCTIONAL SYSTEM. AREMU PROVIDES SUPPORT FOR THE EFFECTIVENESS OF THE USE OF DIGITAL GAMES IN THE CLASSROOM AND PRESENTS TEACHER PERCEPTIONS ON HOW TO USE A COMPUTER GAME IN THE CLASSROOM IN USING TRIRACE IN THE CLASSROOM - WITH NIGERIAN TEACHERS - PERCEPTION ON MODES AND EFFECTIVENESS. FINALLY, IN GIBSON S CHAPTER BRIDGING INFORMAL AND FORMAL LEARNING EXPERIENCES WITH PARTICIPATORY MEDIA, THE AUTHOR USES THE GAME-BASED LEARNING TO ILLUSTRATE THE FRAMEWORK OF THE PARTICIPATORY MEDIA BRIDGE BETWEEN INFORMAL AND FORMAL EDUCATION. CHAPTER 1 A TAXONOMY OF EDUCATIONAL GAMES I DAN 0 BRIEN, UNIVERSITY OF IL!INOIS, USA KIMBERLY A. LAWLESS, UNIVERSITY OF IL!INOIS, USA P. G. SCHRADER, UNIVERSITY OF NEVADA, LAS VEGAS, USA THIS CHAPTER PROPOSES A TAXONOMY OF DIGITAL GAMES IN EDUCATION BASED ON THE COGNITIVE FUNCTIONS AND SKILLS PLAYERS ENGAGE. THE THEORETICAL BASIS FOR THE TAXONOMY WAS DRAWN FROM GAGNE S FIVE CATEGORIES OF LEAMING OUTCOMES, BLOOM S TAXONOMY OFEDUCATIONAL OBJECTIVES, AND JONASSEN S TYPOLOGY OFPROBLEM IMAGE 5 SOLVING. THE LINKS BETWEEN THESE THEORIES AND THE EDUCATIONAL GAMES TAXONOMY WILL ALLOW EDUCATORS AND RESEARCHERS TO UNDERSTAND GAMES IN LIGHT OFTHEIR EDUCATIONAL AFFORDANCES. INSTRUCTIONAL DESIGN BASED ON THESE THEORIES CAN MORE EFFECTIVELY INTEGRATE GAMES INTO THE CLASSROOM. CHAPTER2 THE DESIGN AND DEVELOPMENT OF EDUCATIONAL IMMERSIVE ENVIRONMENTS: FROM THEORY TO C LASSROOM DEPLOYMENT. 24 COLLIN B. PRICE, UNIVERSITY OFWORCESTER, UK J. S. MOORE, UNIVERSITY OFWORCESTER, UK THIS CHAPTER STARTS FROM A REVIEW OF CURRENT EDUCATIONAL ISSUES AND MOVES TO AN EVALUATION OF EDUCATIONAL THEORY AND INSTRUCTIONAL DESIGN PRINCIPLES. THEIR PROPOSED AND DEVELOPED EDUCATIONAL IMMERSIVE ENVIRONMENTS MAY EMBRACE BOTH THE TECHNOLOGY AND THE AUTHORS APPROACH TO DEVELOP THEIR OWN LEAMING RESOURCES. THEY SUGGEST A NEW THEORETICAL APPROACH BASED ON SITUATED LEAMING, THE EXPERIENTIALLEAMING CYCLE OF KOLB, AND THE ARCS MODEL OF KELLER. CHAPTER3 INTELL IGENT TUTORING AND GAMES (ITAG) 44 DANIELLE S. MCNAMARA, UNIVERSITY OF MEMPHIS, USA G. TANNER JACKSON, UNIVERSITY OF MEMPHIS, USA ART GRAESSER, UNIVERSITY OF MEMPHIS, USA THIS CHAPTER APPROACHES GAMING S EFFECTIVENESS FROM THE GAME DESIGN SIDE. THE AUTHORS POINT OFVIEW IS THAT GAME-BASED LEAMING IMPROVES STUDENTS MOTIVATION WITH THE INSTRUCTIONAL SYSTEM. THEY DESCRIBE A CONCEPTUAL FRAMEWORK THAT PROVIDES A GUIDE TO HOW ADDING GAME-BASED FEATURES AND COMPONENTS MAY IMPROVE THE EFFECTIVENESS OF ITS LEAMING ENVIRONMENTS BY IMPROVING STUDENTS MOTIVATION TO ENGAGE WITH THE SYSTEM. ITS RESEARCHERS HAVE BEGUN TO INCORPORATE GAME-BASED ELEMENTS WITHIN LEAMING SYSTEMS. THEY PROVIDE INSIGHT INTO HOW ELEMENTS WITHIN EACH CATEGORY MAY AFFECT VARIOUS TYPES OF MOTIVATION. CHAPTER4 USING TRIRACE IN THE CLASSROOM: PERCEPTION ON MODES AND EFFECTIVENESS 66 AYOTOLA AREMU, UNIVERSITY OF IBADAN, NIGERIA THIS CHAPTER PROVIDES SUPPORT FORTHE EFFECTIVENESS OFTHE USE OF DIGITAL GAMES IN THE C1ASSROOM AND PRESENTS TEACHER PERCEPTIONS ON HOW TO USE A COMPUTER GAME IN THE CLASSROOM. THE AUTHOR ALSO RECOMMENDS THAT TEACHER PREFERENCES SHOULD BE INTEGRATED INTO THE DESIGN OF GAMES AS WEIL AS TRAINING ON THE INTEGRATION OF GAMES IN THE C1ASSROOM AND TEACHER TRAINING SHOULD PLACE AN EMPHASIS ON PRACTICAL SESSIONS OF GAME PLAYING IN THE CURRICULUM SO AS TO DEVELOP TEACHERS COMPETENCE AND CONFIDENCE IN THE USE OF GAMES. THIS WOULD GO A LONG WAY IN ENSURING THAT TEACHERS IMPLEMENT EDUCATIONAL GAMES IN THEIR CLASSROOM. CHAPTER 5 BRIDGING INFORMAL AND FORMAL LEAMING EXPERIENCES WITH PARTICIPATORY MEDIA 84 DAVID GIBSON, ARIZONA STATE UNIVERSITY, USA IMAGE 6 ARIZONA STATE UNIVERSITY, USAIN THIS CHAPTER, THE AUTHOR DESCRIBES THE ARCHITECTURE OF PARTICIPATOL) MEDIA AND THE TRANSITION IN FORMAL EDUCATION NEEDED TO MINE THE SPARE TIME AND EFFORT OF LEAMERS. ACCORDING TO GIBSON, TEACHERS WHO ARE TRAINED TO TRAVEL BOTH WAYS ON THIS BRIDGE CAN BE HIGHLY EFFECTIVE IN CREATING NEW LEAMING EXPERIENCES THAT FUNCTION AS SPREADABLE MEDIA APPROPRIATED BY TEENS AND OTHERS IN A MYRIAD OFNEW WAYS IN THE EMERGING PARTICIPATOL) CULTURE OFSCHOOLS OFTHE FUTURE. THE AUTHOR USES THE GAME-BASED LEAMING FRAMEWORK OFTHE GLOBAL CHALLENGE AWARD PROGRAM IN ORDER TO ILLUSTRATE THE FRAMEWORK OFTHE PARTICIPATOL) MEDIA BRIDGE BETWEEN INFORMAL AND FORMAL EDUCATION. SECTION 2 CASES OFGAMING USE IN TEACHING AND LEARNING SECTION TWO, CASES 0/ GAMING USE IN TEACHING AND LEARNING, CONSISTS 0/ SIX CHAPTERS, DISCUSSES EJJECTIVE WAYS TO USE GAMING IN THE CLASSROOMS 0/ VARIOUS SUBJECT AREAS AND SCHOOL LEVELS. THE FIRST PART 0/ THIS SECTION STARTS WITH A CHAPTER BY KATZLINGER. TECHNOLOGY ENHANCED LANGUAGE LEARNING IN EARLY CHILDHOOD-COMPETENCIES /OR EARLY CHILDHOOD TEACHERS DEALS WITH A TRAINING CURRICULUM /OR KINDERGARTEN TEACHERS TO INTRODUCE A LEARNING GAME /OR TECHNOLOGY-ENHANCED LANGUAGE LEARNING IN EARLY CHILDHOOD, AND DEMONSTRATE HOW KINDERGARTEN TEACHERS CAN LAUNCH THE GAME IN THEIR CLASSES. FOLLOWING THAT, GRAHAM AND HIS COLLEAGUES EXPLORE A CASE STUDY 0/ INTERACTIVE FICTION IN AN ELEMENTARY CLASSROOM, AND SUGGEST THAT THE PROCESS 0/ CREATING A TEXT-BASED GAME HELPED IMPROVE LITERARY AND SOCIAL SKILLS AMONGST THE STUDENTS IN THE HAUNTED SCHOOL ON HORROR HILL: A CASE STUDY O/LNTERACTIVE FICTION IN AN ELEMENTARY CLASSROOM. THE SECTION CONTINUES WITH KIM, WHO USES MULTIPLAYER ENGLISH TEACHING ONLINE GAMES ANDFINDS THAT ELEMENTARY STUDENTS ONLINE GAME EXPERIENCES INCREASED SE/F-EFFICACY IN THE CHAPTER USE O/LNTERACTIVE ONLINE GAMES IN TEACHING ENGLISH AS A F OREIGN LANGUAGE. SAUVE ALSO USES ONLINE GAMES TO STIMULATE LEARNING BASED ON THEFINDINGS O/STIS IN ONLINE GAMES IN USING EDUCATIONAL ONLINE GAME TO STIMULATE LEARNING. MARTINS COVER THE QUESTION 0/ HOW TEACHERS CAN BRING THE REALITIES 0/ DECISION-MAKING AND ACTION INTO THE CURRICULUM IN HIS CHAPTER, THE EXPERIENCE 0/ AN ONLINE MANAGEMENT SIMULATION GAME TO FOSTER COLLABORATION AND TEAMWORK. FINALLY, VANFOSSEN, FRIED- MAN, AND HARTSHORNE ANSWER THE QUESTION 0/ THE POTENTIAL 0/ MASSIVELY MULTI-PLAYER ONLINE ROLE-PLAYING GAMES (MMORPGS) MEETING CONTENT STANDARDS IN SOCIAL STUDIES IN EXPLORING GUILD PARTICIPATION IN MMORPGS AND CIVIC LEADERSHIP. CHAPTER 6 TECHNOLOGY ENHANCED LANGUAGE LEAMING IN EARLY CHILDHOOD: COMPETENCIES FOR EARLY CHILDHOOD TEACHERS 101 ELISABETH KATZLINGER, JOHANNES KEPLER UNIVERSITY LINZ, AUSTRIA THIS CHAPTER DEALS WITH A TRAINING CURRICULUM FOR KINDERGARTEN TEACHERS TO INTRODUCE A LEAMING GAME FOR TECHNOLOGY-ENHANCED LANGUAGE LEAMING IN EARLY CHILDHOOD AND HOW KINDERGARTEN TEACHERS CAN LAUNCH THE GAME IN THEIR CLASSES. THE GAME HELPS CHILDREN TO BECOME FAMILIAR WITH THE GERMAN LANGUAGE AS A MOTHER TONGUE OR AS A SECOND LANGUAGE. THE GAME SCHLAUMUSE WAS DEVELOPED TO ENHANCE THE CHIL- DREN S LANGUAGE LEAMING. CHILDREN BETWEEN THE AGES OFFOURTO EIGHT ARE THE TARGET GROUP OFTHIS SOFTWARE. THE DIFFERENT ACTIVITIES IN THE STOL) OFTHE GAME ENCOURAGE THE CHILDREN S PHASES OF LANGUAGE LEAMING LIKE STRUCTURE OF SYLLABIES, PHONEME, RHYMES OR PHONOLOGICAL FEATURES. IMAGE 7 CHAPTER 7 THE HAUNTED SCHOOL ON HORROR HILL: A CASE STUDY OF INTERACTIVE FICTION IN AN ELEMENTARY CLASSROOM 113 KEVIN KEE, BROCK UNIVERSITY, CANADA TAMARA VAUGHAN, TEACHER, THE WESTERN QUEBEC SCHOOL BOARD, CANADA SHAWN GRAHAM, GRAND CANYON UNIVERSITY, USA THIS CHAPTER DID A CASE STUDY OF INTERACTIVE FICTION IN AN ELEMENTARY CLASSROOM AND SUGGESTS THAT THE PROCESS OF CREATING A TEXT-BASED GAME HELPED IMPROVE LITERARY AND SOCIAL SKILLS AMONGST THE STUDENTS. THIS CONCEPT OF INTERACTIVE FICTION POINTS TO THE LITERARY ASPIRATIONS OF THE BEST OF THE NEW CREATORS - THAT THE COMPUTER WOULD MERELY PROVIDE THE SETTING (THE SIMULATED WORLD); THE GAME PLAYING WOULD IN FACT BE AN ACT OF WRITING. BY PERFORMING THE GAME, THE PLAYER - THE READER - CREATES HER OWN NARRATIVE, HER OWN STORY, WH ICH (IN THE BEST WORKS) ONLY HAPPENS ONCE. CHAPTER8 USE OFINTERACTIVE ONLINE GAMES IN TEACHING ENGLISH AS A FOREIGN LANGUAGE 125 HOE KYEUNG KIM, CLEVELAND STATE UNIVERSITY, USA THE PURPOSE OFTHIS STUDY IS TO EXAMINE HOW THE USE OFMULTIPLAYER ENGLISH TEACHING ONLINE GAMES INFLUENCES STUDENTS SELF-EFFICACY AND THEIR ENGLISH PERFORMANCE SCORES. SIXTY ELEMENTARY STUDENTS IN KOREA WERE SELECTED BASED ON THE SCORES ON THE SOCIAL-AFFECTIVE VALUE TEST AND THEN DIVIDED INTO TWO GROUPSHIGH AND LOW GROUPS. DURING FIVE WEEKS, THE PARTICIPANTS PLAYED WITH AN ENGLISH TEACHING ONIINE GAME TWO HOURS PER WEEK. THE STUDENTS SELF-EFFICACY SCORES WERE COLLECTED BEFORE AND AFTER THEY PLAYED THE ONLINE GAME. THEIR ENGLISH PERFORMANCE SCORES WERE COLLECTED TO COMPARE THE TWO GROUPS. THE FINDINGS INDICATED THAT THEIR ONLINE GAME EXPERIENCE INCREASED SELF-EFFICACY. INTERESTINGLY, STUDENTS WITH LOW SOCIAL-AFFECTIVE VALUES SHOWED MORE IMPROVEMENT THAN THOSE WITH HIGH SOCIAL-AFFECTIVE VALUES IN BOTH SELF-EFFICACY AND PERFORMANCE SCORES. CHAPTER9 USING EDUCATIONAL ONLINE GAME TO STIMULATE LEAMING 138 LOUISE SAUVE, TELE-UNIVERSITE/SAVIE, CANADA DIGITAL GAMES ARE INCREASINGLY SEEN AS EFFECTIVE LEAMING RESOURCES. THIS IS ESPECIALLY TRUE BECAUSE OF HOW SOCIETY IS BEING TRANSFORMED BY THE TECHNOLOGICAL REVOLUTION. ADOLESCENTS ARE THE KEY PLAYERS IN THIS TRANSFORMATION. IN ORDER TO DIVERSIFY TEACHING METHODS, SCHOOLS IN QUEBEC HAVE BEEN EXPERIMENTING WITH EDUCATIONAL GAMES. THIS CHAPTER REPORTS ON RESEARCH THAT WAS BASED ON A SINGLE GROUP, PRETEST-POSTTEST DESIGN. THE FINDINGS SHOWED THAT THE ON-LINE GAME STIS: STOPPING THE TRANSMISSION, SUPPORTED LEAMING IN TERMS OF STRUCTURING OF KNOWLEDGE AND INTEGRATION OF INFORMATION FOR YOUTH BETWEEN THE AGES OF 14 AND 15. ADDITIONAL RECOMMENDATIONS HAVE BEEN LISTED IN THE DISCUSSION. CHAPTER 10 THE EXPERIENCE OF AN ONLINE MANAGEMENT SIMULATION GAME TO FOSTER CO LLABORATION AND TEAMWORK 159 HELDER FANHA MARTINS, LISBON POLYTECHNIC INSTITUTE, PORTUGAL IMAGE 8 IN THIS CHAPTER AUTHORS CONSIDERS THAT GAMES HELP STUDENTS TO GAIN A REAL FEE! FOR COLLABORATION, MANAGERIAL DECISION-MAKING AND TEAMWORK, AND DESCRIBING HOW A WEB-BASED COMPETITIVE MANAGEMENT GAME HELPS TO ACHIEVE BUSINESS DECISION-MAKING. OVERALL, THE SIMULATION GAME COURSE WAS SEEN AS A BETTER VEHIC1E IN HELPING STUDENTS MAKE CAREER PREPARATIONS, ACHIEVE EDUCATIONAL GOALS, AND UTILIZE TIME. HE NOTES: CHAPTER 11 EXPLORING GUILD PARTICIPATION IN MMORPGS AND CIVIC LEADERSHIP 176 ADAM FRIEDMAN, WAKE FOREST UNIVERSITY, USA RICHARD HARTSHORNE, UNIVERSITY OF NORTH CAROLINA AT CHARLOUE, USA PHIL/IP VANFOSSEN, PURDUE UNIVERSITY, USA THIS CHAPTER REFLECTS ON THE CONCEPT OF EDUCATIONAL SIMULATIONS AND GAMES AND AIMS AT DESCRIBING HOW A WEB-BASED COMPETITIVE MANAGEMENT GAME HELPED TO ACHIEVE THAT. THE AUTHORS DISCUSS THEIR OBJECTIVES AND THOSE OFTHE GAME AND OUTLINE THEIR REASONS FOR CHOOSING IT. THEY DESCRIBE THE CONTEXT AT ISCAL AND THE GAME S MAIN FEATURES, SHOWING HOW IT IS PLAYED OVER A SEMESTER. THE AUTHORS CONSIDER, AS ONLINE SIMULATION FACILITATORS OF WHAT IS PREDOMINANTLY A STUDENT-IED LEAMING PROCESS, THAT THE GAME HELPS STUDENTS TO GAIN AREAL FEEI FOR COLLABORATION, MANAGERIAL DECISION-MAKING AND TEAMWORK. THE RESULTS OF THE AUTHORS EMPIRICAL STUDY SHOW THAT STUDENTS PERCEIVE THE SIMULATION COURSE AS SUPERIOR TO THE LECTURE-CENTERED METHOD. ON THE OVERALL DIMENSIONS, THE SIMULATION COURSE WAS SEEN AS A BETTER VEHIC1E IN HELPING STUDENTS MAKE CAREER PREPARATIONS, ACHIEVE EDUCATIONAL GOALS, AND UTILIZE TIME. SECTION 3 USE OF GAMING IN VIRTUAL WORLDS SECTION THREE, USE OF GAMING IN VIRTUAL WORLDS, DISCUSSES THE USAGE OF THE VIRTUAL WORLD IN THE LEARNING AND TEACHING ENVIRONMENT WITH FOCUSES ON THE ENGAGEMENT IN SOCIAL LEARNING, SOCIALIZATION, AND META-IEARNING, THEREBY HELPING STUDENTS TO ACQUIRE SODAL SKIL/S. IN FIRST PART OF THIS SECTION KAPLAN-RAKOWSKI AND LOH PROVIDE AN OVERVIEW OF THE MODIFICATION PROCESS TO CREATE NEW RESOURCES WITHIN A VIRTUAL ENVIRONMENT. BAUER INTRODUCES NEW TOOLS IN ORDER TO MATCH VIRTUAL WORLDS TO REALITY AND DETERMINED THE SOLUTIONS DELIVERED NEEDED TO PROVIDE TASK-ORIENTED FUNCTIONALITY. NEXT, FERRY AND HIS COLLEAGUES SUMMARIZE SIX YEARS OFRESEARCH IN THE VIRTUALLEARNING ENVIRONMENT OFCLASSSIM PROVIDE AN EFFECTIVE WAY OF INTRODUCING PRE-SERVICE TEACHERS TO THEIR FUTURE WORK IN CLASSROOMS. IN CHAKA S CHAPTER, THE AUTHOR ANSWERS THE QUESTION: HOW DO VIRTUAL GAMES ENABLE GAMERS TO ENGAGE IN SOCIAL LEARNING, SITUATED LEARNING, AND PROBLEM BASED LEARNING ON THE ONE HAND, AND IN META-GAMING, META-LITERACIES, AND MULTI-TASKING, ON THE OTHER HAND? FINALLY, TORO-TROCONIS AND HER COLLEAGUE EXPLORE THE ELEMENTS ASSOCIATED WITH GAME-BASED LEARNING IN SECOND LIFE. CHAPTER 12 MODDING AND REZZING IN GAMES AND VIRTUAL ENVIRONMENTS FOR EDUCATION 205 REGINA KAPLAN-RAKOWSKI, SOUTHERN ILLINOIS UNIVERSITY, USA CHRISTIAN SEBASTIAN LOH, SOUTHERN ILLINOIS UNIVERSITY, USA IMAGE 9 CREATING NEW RESOURCES IN COMPUTER GAMES AND VIRTUAL WORLDS BY MODIFICATION - ALSO KNOWN AS MODDING AND REZZING, RESPECTIVELY - IS A POPULAR PASTIME ACTIVITY OF THE NEW GENERATION OF LEARNERS. EDUCATORS NEED TO UNDERSTAND THE POTENTIALS OF THESE ACTIVITIES FOR EDUCATION, AND TO POSSIBLY INTEGRATE SOME OF THEM INTO SCHOOL CURRICULA. THIS CHAPTER PROVIDES AN OVERVIEW OFTHE MODIFICATION PROCESS TO CREATE NEW RESOURCES WITHIN A VIRTUAL ENVIRONMENT (BOTH GAMES AND VIRTUAL WORLDS). IT EXAMINES THE DIFFERENCES IN THE MODIFICATION PROCESS BETWEEN GAME WORLDS AND VIRTUAL WORLDS, AND OFTERS PRACTICAL CONSIDERATIONS FOR USING THE ACTIVITIES IN TEACHING AND INSTRUCTION. CHAPTER 13 CONSIDERATIONS AND METHODOLOGY FOR DESIGNING A VIRTUAL WORLD: SOLUTION FOR A LARGE CORPORATION 220 BRIAN BAUER, ETAPE PARTNERS, USA IN THIS CHAPTER, THE AUTHOR DETERMINED THAT ALTHOUGH USERS WERE OPEN MINDED TO TRYING VIRTUAL WORLDS AND OTHER TYPES OFIMMERSIVE TECHNOLOGIES, THE SOLUTIONS DELIVERED NEEDED TO PROVIDE TASK ORIENTED FUNCTIONALITY THAT WAS DIRECTLY IN LINE WITH EVERYDAY BUSINESS PROCESS. USING THIS BASIC REQUIREMENT, THE AUTHOR DEVELOPED A VIRTUAL CORPORATE ENVIRONMENT BUSINESS TOOL (VCEBT) BOX, GROUNDED ON THE PRINCIPAL THAT A BUSINESS PROCESS IS ACCOMPLISHED BY FOLLOWING A SET OFBUSINESS METHODS EACH PERFORMED USING A SET OFBUSINESS TOOLS. WHILE IT MAY SOUND LIKE A RIGID AND INFLEXIBLE WAY TO DESCRIBE A KNOWLEDGE-WORKER ENVIRONMENT, THE AUTHOR FINDS THAT THE PROCESS-METHOD-TOOLS DEFINITION APPLIES TO MOST ENVIRONMENTS QUITE WEIL. THE GOAL IS TO INTRODUCE NEW TOOLS THAT INCREASE THE EFTECTIVENESS OF THIS PROCESS IN TERMS OF ITS ABILITY TO MEET CLEARLY DEFINED BUSINESS OBJECTIVES. THE VCEBT FRAMEWORK DOES NOT ATTEMPT TO CHANGE PEOPLE OR THE WORK THAT THEY DO. VCEBT S DO AUGMENT THE BUSINESS TOOL BOX, PROVIDING HIGHLY EFFICIENT TOOLS DESIGNED TO SOLVE REAL WORLD CHALLENGES THAT CAN RESTRICT A BUSINESS S ABILITY TO MAXIMIZE BUSINESS PERFORMANCE. CHAPTER 14 CLASSSIM: AN APPROACH TO EDUCATOR DEVELOPMENT THROUGH A SIMULATION 238 BRIAN FERRY, UNIVERSITY OFWOLLONGONG, AUSTRALIA LISA KERVIN, UNIVERSITY OFWOLLONGONG, AUSTRALIA LISA CARRINGTON, UNIVERSITY OFWOLLONGONG, AUSTRALIA THIS CHAPTER PRESENTS ONE APPROACH TO EDUCATOR DEVELOPMENT THROUGH GAMES AND SIMULATIONS. THE GOAL OFTHE AUTHORS PROJECT WAS TO ENHANCE PRE-SERVICE TEACHERS ABILITY TO BRIDGE THE GAP BETWEEN THE THEORY AND PRACTICE OF TEACHING. SOME CRITERIA THAT THE AUTHORS REGARDED AS INDICATORS OF SUCCESS WERE THE FACILITATION A PROFESSIONAL DIALOGUE, AN EMERGING UNDERSTANDING OF CONTENT DELIVERY AND THE ARTICULATION OFWORKPLACE CULTURE IN THE TEACHING PROFESSION. THE CHAPTER DESCRIBES THE THEORY UNDERPINNING OFTHE DESIGN AND THE RESEARCH APPROACHES USED. IN PARTICULAR, THE AUTHORS EXPLAIN HOW COGNITIVE LOAD THEORY WAS APPLIED TO THE DESIGN OFTHE KEY FEATURES OFTHIS VIRTUALLEARNING ENVIRONMENT. THEY ALSO SUMMARIZE SIX YEARS OF RESEARCH THAT HAS CONSISTENTLY FOUND THAT THE VIRTUALLEARNING ENVIRONMENT OFCLASSSIM PROVIDES AN EFTECTIVE WAY OF INTRODUCING PRE-SERVICE TEACHERS TO THEIR FUTURE WORK IN C1ASSROOMS. IMAGE 10 CHAPTER 15 VIRTUAL GAMING: A PLATFORM FOR MULTI-SKILLS AND MULTI-LITERACIES FOR GAMERS 252 CHAKA CHAKA, WALTER SISULU UNIVERSITY, SOUTH AFRIEA THIS CHAPTER EXPLORES HOW VIRTUAL GAMING (VGAMING) SERVES AS AN IDEAL PLATFORM FOR HARNESSING MULTISKILLS AND MULTI-LITERACIES. IT ARGUES THAT VGAMING PROVIDES THE OPPORTUNITY FOR GAMERS (LEARNERS) TO ENGAGE NOT ONLY IN SOCIALLEARNING, SITUATED LEARNING AND PROBLEM BASED LEARNING BUT ALSO IN META-GAMING, META-LITERACIES, AND MULTI-TASKING. IT DEMONSTRATES ALL THIS THROUGH THE USE OFFIVE CASE STUDIES INVOLVING FIVE VIRTUAL GAMES: EVERQUEST ONLINE ADVENTURES; NUCLEO; HOMICIDE; MAD CITY MYSTERY; AND LIN- EAGE. MOST IMPORTANTLY, IT MAINTAINS THAT VGAMING EXPOSES GAMERS TO 21ST CENTURY SKILLS. AGAINST THIS BACKGROUND, THE CHAPTER PROVIDES, FIRST, AN OVERVIEW OFVGAMING. SECOND, IT PRESENTS FIVE CASE STUDIES SHOWCASING HOW VIRTUAL GAMES (VGS) HELP LEVERAGE MULTI-SKILLS AND MULTI-LITERACIES FOR GAMERS. IN ADDITION, IT ILLUSTRATES HOW VGS ENABLE GAMERS TO ENGAGE IN SOCIALLEARNING, SITUATED LEARNING AND PROBLEM BASED LEARNING ON THE ONE HAND, AND IN META-GAMING, META-LITERACIES, AND MULTI-TASKING, ON THE OTHER HAND. THIRD, IT ARGUES THAT VGAMING EXPOSES GAMERS TO 21 ST CENTURY SKILLS. FOURTH AND LAST, THE CHAPTER OUTLINES FUTURE TRENDS FOR VGAMING. CHAPTER 16 DESIGNING GAME-BASED LEARNING ACTIVITIES IN VIRTUAL WORLDS: EXPERIENCES FROM UNDERGRADUATE MEDICINE 270 MARIA TORO-TROEONIS, IMPERIAL COLLEGE LONDON, UK MARTYN R. PARTRIDGE, IMPERIAL COLLEGE LONDON, UK IN VIEW OFTHE CURRENT INTEREST TAKING PLACE IN THE AREA OF EDUCATION AND VIRTUAL WORLDS, SUCH AS SECOND LIFE, MANY EDUCATIONALISTS HAVE BEGAN TO EXPLORE THE BENEFITS OF APPLYING GAME-BASED LEARNING IN THESE ENVIRONMENTS. IN THIS CHAPTER, THE AUTHORS ATTEMPT TO EXPLORE THE ELEMENTS ASSOCIATED WITH GAMEBASED LEARNING IN VIRTUAL WORLDS, FOCUSING ON THE DESIGN PROCESS AND HOW EFFECTIVE GAME-BASED LEARNING ACTIVITIES CAN BE ACHIEVED FOLLOWING PEDAGOGIC FRAMEWORKS. THE AUTHORS VIEW LEARNING IN GAMES AS A FORM OF DRIVING LEARNERS MOTIVATIONS AND THIS IS REFLECTED IN THE DESIGN AND DEVELOPMENT OFTHE VIRTUAL RESPIRATORY WARD AT IMPERIAL COLLEGE VIRTUAL HOSPITAL EXPLAINED IN THIS CHAPTER. EPILOGUE PRINCIPLES OF EDUCATIONAL DIGITAL GAME STRUCTURE FOR CLASSROOM SETTINGS 281 YOUNGKYUN BAEK, KOREA NATIONAL UNIVERSITY 0/ EDUEATION, KOREA THE FINAL CHAPTER EXPLORES THE INTERNAL STRUCTURES OF GAMES AND ACTIVITIES OF PLAYERS LEARNING WITH GAMES, IN ORDER TO DISCOVER WHAT KINDS OF APPLICATION TYPES AND GAME ACTIVITIES ARE MEANINGFUL IN C1ASSROOM SETTINGS. IT PRESENTS OBSTAC1ES AND SOLUTIONS FOR USING GAMES IN C1ASSROOMS AND FINALLY SUGGESTS AN INSTRUCTIONAL DESIGN PROCESS FOR TEACHING WITH GAMES IN C1ASSROOM SETTINGS. COM PILATION OF REFERENCES 293 ABOUT THE CONTRIBUTORS 325 INDEX 33 1
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spellingShingle Gaming for classroom-based learning digital role playing as a motivator of study
Educational games
Motivation in education
Lernmotivation (DE-588)4074164-3 gnd
Lernspiel (DE-588)4074167-9 gnd
subject_GND (DE-588)4074164-3
(DE-588)4074167-9
(DE-588)4143413-4
title Gaming for classroom-based learning digital role playing as a motivator of study
title_auth Gaming for classroom-based learning digital role playing as a motivator of study
title_exact_search Gaming for classroom-based learning digital role playing as a motivator of study
title_full Gaming for classroom-based learning digital role playing as a motivator of study [edited by] Youngkyun Baek
title_fullStr Gaming for classroom-based learning digital role playing as a motivator of study [edited by] Youngkyun Baek
title_full_unstemmed Gaming for classroom-based learning digital role playing as a motivator of study [edited by] Youngkyun Baek
title_short Gaming for classroom-based learning
title_sort gaming for classroom based learning digital role playing as a motivator of study
title_sub digital role playing as a motivator of study
topic Educational games
Motivation in education
Lernmotivation (DE-588)4074164-3 gnd
Lernspiel (DE-588)4074167-9 gnd
topic_facet Educational games
Motivation in education
Lernmotivation
Lernspiel
Aufsatzsammlung
url http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=024411953&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA
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