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Online gaming as an educational tool in learning and training: Colloquium
Journal article   Peer reviewed

Online gaming as an educational tool in learning and training: Colloquium

S. de Freitas and M. Griffiths
British Journal of Educational Technology, Vol.38(3), pp.535-537
2007
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Abstract

Significant use of massively multiplayer online role-playing games (MMORPG) for supporting collaborative learning approaches are discussed. The ability of MMORPGs to engage large groups of remotely located users has prompted research projects and military training organizations to start using these online gaming approaches for engaging and retaining large number of remotely located learner groups, supporting collaborative learning objectives and community practices. Another project has also demonstrated potential use of the tool for supporting collaborative learning processes, such as those associated with problem and experience-based learning. It also allowed learners to design and develop the game themselves. The online role-play game was based upon a multiuser domain object oriented (MOO) that was used to support English and history students.

Details

UN Sustainable Development Goals (SDGs)

This output has contributed to the advancement of the following goals:

#4 Quality Education

Source: InCites

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InCites Highlights

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Collaboration types
Domestic collaboration
Citation topics
6 Social Sciences
6.11 Education & Educational Research
6.11.31 Self-Regulated Learning
Web Of Science research areas
Education & Educational Research
ESI research areas
Social Sciences, general
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