September 24, 2004
Role Playing Games and Education
A tidbit from Wired News about using Second Life as an educational tool in a college classroom.
I have been intrigued by the increasing popularity of these massive online role-playing games for education. Professor Aaron Delwiche notes in the article, "Suddenly (the students) got to adopt these ridiculous avatars and interact with each other in a completely different context. They had a lot more fun."
I can understand the importance of fun in learning but what keeps this from becoming another teaching gimmick? There are certainly promising aspects to these games for educators due to their ability to allow experimentation with ideas, concepts, and even new personas, all important for college students. It is a great tool to add to the instructor's kit and another opportunity to collaborate in new ways. Active Worlds is an older tool that I have seen used for teaching with mixed success.
Hopefully we do not see the usual rush to claim this is the thing that will transform classroom education as we know it. I predict many conference sessions next year on this topic as people rush to jump on another promising tool.
Before implementing, I hope people will read the short piece by about the cycle of innovation in our field by Dale Brethower.
Posted by Rovy at September 24, 2004 8:38 AM
Comments
Interesting links. A few of my classmates and I were looking at how games could be used for teaching last Spring and we were going to build a prototype using Neverwinter Nights, but then our research focus changed. Another game engine that looks like it might be useful is There (www.there.com) which has more of a Sims feel, rather than Dungeons and Dragons.
Posted by: Dallas at September 29, 2004 2:20 PM
There is no rush, but I can also observe that there are serious inclinations to use such games in education. Still, I cannot understand why nobody asks teachers’ opinions. I conducted a survey research study on prospective teachers’ perceptions toward using games in education (not specifically multiplayer games)(http://it.usu.edu:16080/~gucan48/articles/AECT_proposal.pdf). Participants rated ‘time’ related doubts and problems more. Some interviewees stated that they may use the games when they have several levels or when they are short duration games. Considering games like Neverwinter nights, students need to spent lots of effort, maybe sleepless nights to pass to next level (I did with nwn). For example in nwn, the most useful thing for students can benefit from can be the ‘multi-player’ part, rather than ‘game’ part. So, why are we trying to use such long-duration games when there are easier ways to get students socialize?
Posted by: Gulfidan at October 9, 2004 2:59 AM
Gulfidan,
I agree with your points here. The first questions to be answered, as with any instructional intervention, is what is the purpose? Can it be achieved in a more effective or efficient manner?
I think games will have a place, but maybe not in the way most people think. Games, especially newer games, offer a great way to contextualize instruction and give students an opportunity to experience extremely complex decision-making situations. However, this is not the way that they are often viewed because teachers are often looking to support a single terminal objective.
Posted by: Rovy at October 9, 2004 10:40 AM
