Online identity as a leverage point for learning in Massively Multiplayer Online Role Playing Games (MMORPGs)

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

Several researchers have argued for the use of games in the classroom because they are engaging and provide many valuable learning opportunities. In many cases, however, edutainment has failed. This paper argues that not enough attention has been given to video games' role in identity development and exploration, important corequisites for learning. A case study of a five-week course is included, in which fourteen students participated in two massively multiplayer online games (MMORPGs) as a technology for identity and learning. We propose that identity may be the key to transcending the engagement/learning tradeoff in educational gaming.

Original languageEnglish (US)
Title of host publicationProceedings - Sixth International Conference on Advanced Learning Technologies, ICALT 2006
Pages761-763
Number of pages3
StatePublished - Dec 1 2006
Event6th International Conference on Advanced Learning Technologies, ICALT 2006 - Kerkrade, Netherlands
Duration: Jul 5 2006Jul 7 2006

Publication series

NameProceedings - Sixth International Conference on Advanced Learning Technologies, ICALT 2006
Volume2006

Other

Other6th International Conference on Advanced Learning Technologies, ICALT 2006
CountryNetherlands
CityKerkrade
Period7/5/067/7/06

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ASJC Scopus subject areas

  • Computer Science Applications
  • Education

Cite this

Lee, J. J., & Hoadley, C. M. (2006). Online identity as a leverage point for learning in Massively Multiplayer Online Role Playing Games (MMORPGs). In Proceedings - Sixth International Conference on Advanced Learning Technologies, ICALT 2006 (pp. 761-763). [1652553] (Proceedings - Sixth International Conference on Advanced Learning Technologies, ICALT 2006; Vol. 2006).