Several researchers have argued for the use of games in the classroom because they are engaging and provide many valuable learning opportunities.
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 ...
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 ...
It is proposed that identity may be the key to transcending the engagement/learning tradeoff in educational gaming, and not enough attention has been given ...
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 ...
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PDF | In this article, Joey J. Lee and Christopher M. Hoadley argue that not enough attention has been given to video games' role in identity.
Sep 1, 2007 · "Online identity as a leverage point for learning in massively multiplayer online games (MMORPGs)," delivered at the 6th IEEE International ...
This paper reports on the status of a two-stage project to develop and test the use of massively-multiplayer online role- playing games (MMORPGs) for promoting ...
Jul 26, 2021 · I'm posting here to ask you to participate in a voluntary study. We want to understand how your self-esteem influences how you play MMORPGs.
Missing: Identity Leverage Point
Feb 6, 2020 · This article argues that adapting motivational tools from MMORPGs for formative, peer-to-peer assessment may offer a solution to the motivation ...