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Exploring Massively Multiplayer Online Gaming as an Emerging Trend in Distance Education

Exploring Massively Multiplayer Online Gaming as an Emerging Trend in Distance Education
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Author(s): Kay Kyeong-Ju Seo (University of Cincinnati, USA)and Cass Johnson (University of Cincinnati, USA)
Copyright: 2014
Pages: 12
Source title: Handbook of Research on Emerging Priorities and Trends in Distance Education: Communication, Pedagogy, and Technology
Source Author(s)/Editor(s): T. Volkan Yuzer (Anadolu University, Turkey)and Gulsun Kurubacak (Anadolu University, Turkey)
DOI: 10.4018/978-1-4666-5162-3.ch007

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Abstract

Online gaming is becoming a commonplace activity for all age groups, but particularly student-age individuals engaging in distance learning. Within the gaming environments, players involve themselves in events and interactions, collaboration, extensive reading, evaluation, and communications. Incorporating these activities into instruction can create a richer learning environment that leverages student interest and motivation. An important pedagogical aspect to keep in mind in adopting this tool is assessment. Student assessment should be considered as to whether traditional methods of performance evaluation are sufficient for such innovative learning contexts, or whether non-traditional methods should be adopted to leverage the changing contexts of the environments. The purpose of this chapter is to explore what educational benefits online gaming can bring to distance learning contexts and how assessment can be adapted to incorporate this new venue of potential educational curricula.

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