Abstract
Massively multiplayer online role-playing games (MMORPGs) are typically represented by large, sophisticated, detailed and evolving worlds based in different narrative environments. MMORPGs offer a rich and unpredictable three-dimensional environment for players to experience a virtual world through their own player character along with thousands of other players. This game form is a fully developed multiplayer universe with an advanced and detailed world (both visual and auditory). In this short paper we argue that MMORPGs have the capacity to support collaborative learning approaches. The numbers of online games used for training and education purposes are currently limited. However, there are increasing numbers of small-scale research-based experimental projects. Although online gaming is a relatively new area of activity, its success at engaging large groups of remotely located users has meant that early research projects and military training organisations have already begun to use multiplayer online role-play gaming approaches as a means for engaging and retaining large remotely located learner groups, and for supporting collaborative learning objectives and ‘communities of practice’. One such project (Rochester Castle), demonstrates potential for supporting the collaborative learning processes, such as those associated with problem- and experience-based learning (Lee, Eustace, Fellows, Bytheway & Irving, 2005). It also allows learners to design and develop the game themselves. The online role-play game was based upon a multiuser domain object oriented (MOO) and was used to support English and History students. The project was successful in engaging the school children in a more interactive approach to learning, which also supported collaborative and team-building skills (Lee et al, 2005). Students using the MMORPG found that they had gained new skills in learning collaboratively online, while teachers found that they had developed new ICT skills and enhanced teaching practices. The wider use of games has led to the development of serious gaming (or edu-gaming) for engaging learners and to keep motivation levels high. The electronic simulation Mekong e-Sim, was developed to support the learning requirements of geography and
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