Facing New Challenges in Learning Paraskeva, Mysirlaki, Papagianni (2009) Multiplayer Online Games as Educational Tools
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,