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Facing New Challenges in Learning Paraskeva, Mysirlaki, Papagianni (2009) Multiplayer Online Games as Educational Tools
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Rationale - Second Life - 18 million users - World of Warcraft - Nearly 20 million users
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Strengths - Engaging - Controllable - Customizable by students and faculty - Non-gender-based - Existing skills
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Weaknesses - Self-esteem - Identity of Fantasy - Addiction - Communication breakdown
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Conclusions - Interactivity and “fun factor” essential - Cooperative gameplay - Connecting virtual and real world experiences
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Reference Paraskeva, Mysirlaki, & Papgianni. (2009). Multiplayer online games as educational tools: Facing new challenges in learning. Computers & Education, 54, 498- 505.
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