In a number of forums recently I’ve talked about the potential value of online gaming to the educational community, and hwo we need to be exploring ways in which we might “harness” the value of these environments for learnig.
Recently released is this research report titled Massive Multiplayer Online Gaming: A Research Framework for Military Training and Education by Curtis J. Bonk from Indiana University and Vanessa P. Dennen from Florida State University. The report reviews relative online gaming research literature and proposes 15 primary experiments pertaining to massive multiplayer online gaming (MMOG), first popularized in the entertainment world and now finding growing interest in education and training environments.
Although the report tends to focus on the Military applications, there is plenty to inform how MMOGs may be used in the wider educational context, including chapters that define wht MMOGs are, the difference between games and simulations, how technoloigy is enabling the development of more sophisticated gaming participation, and the social elements of MMOGs.
The 15 primary experiements proposed in the report cover such things as:
– game authenticity and constructivism,
– collaboration and virtual teaming in MMOGs,
– learning from mistakes and learning histories,
– learning style and game selection,
– problem solving processes nd types of knowledge
– social skills and friendship development
The report is available for public download and unlimited distribution.