Improving Learning and Creating Community in OnlineCourses via MMOG Technology
Jon A Preston
Clayton College & State University5900 North Lee StreetMorrow, GA 302601-770-960-4354 jonpreston@mail.clayton.edu
Larry Booth
Clayton College & State University5900 North Lee StreetMorrow, GA 302601-770-960-4281larrybooth@mail.clayton.edu
Jeff Chastine
Clayton College & State University5900 North Lee StreetMorrow, GA 302601-770-960-4309 jeffchastine@mail.clayton.edu
ABSTRACT
Enrollment for online learning and virtual campuses is increasingas universities cope with an increasing demand for highereducation. Current online learning endeavors have focused ondelivering content with emphasis on courses. We proposeenhancing the interface of existing online learning systems,augmenting course content with virtual spaces in whichcommunity and peer-learning can take place; on-campus learningoften happens outside the classroom, and we believe that onlinelearning will benefit from the creation of comparable virtualsocial spaces. We propose adopting the compelling, engaginginterface of Massively-Multiplayer Online Games (MMOG) tofoster similar community-centered interactions for onlineuniversities. Such as system has the potential to enhancelearning, scale to accommodate any number of students, andreach non-traditional and underrepresented populations of learners.
Categories and Subject Descriptors
K.3.1 [
Computers and Education
]: Computer Uses inEducation –
Collaborative learning, Computer-assisted instruction, Distance Learning.
General Terms
Management, Performance, Design, Human Factors
Keywords
Community, Online Learning, Massively-Multiplayer OnlineGaming (MMOG)
1.
INTRODUCTION
Online education has grown considerably in the recent past asuniversities try new techniques of managing increasedenrollment. Course management systems like WebCT,Blackboard, and TopClass offer frameworks in which to placelearning units and courses. Digital library initiatives likeMERLOT and MIT’s OpenCourseWare offer reusable content foreducators. But campus life and learning transcendsinfrastructure and textbooks. The campus space and student-to-student and student-to-professor interactions are paramount tothe higher education experience.Gaming is a very large business; according to the Entertainmentand Leisure Software Publishers Association, the demand forhome 3D entertainment is likely to reach nearly $18.5 billionworldwide in 2003. Immersive 3D environments are engagingand compelling because they focus on the user’s experience andare entertaining [15]. Worldwide, online gamers number in themillions [1].Thus we ask: how can online education benefit from theinterfaces and interactions that game engines provide? Withoutlosing focus on the pedagogy, how can we as educatorsincorporate the “best practices” of game technology (often on thecutting-edge of computing in many respects) into the learningexperience of our students?We notice that many of our students play games (sometimesduring lecture!) and invest many hours in creating virtualcharacters in virtual worlds, and we posit that educators cancapitalize on students’ devotion to these virtual environments; if online learning environments could be augmented withimmersive, community-oriented online interfaces, studentlearning may be enhanced. Despite “kill the monster, grab thegold” plot-lines of many commercial game titles, many gamesoffer highly complex problem solving exercises in task decomposition, teamwork, and planning [15].We propose creating a virtual environment in which onlinelearners can congregate; we believe such an environment willcreate opportunities for community, afford impromptu peerlearning outside the structure of formal online courses, and helpfoster a more committed, engaged attitude among onlinestudents.
2.
THE PEDAGOGY OF VIRTUALWORLDS AND GAMING
Learning, at its best, should be fun; when students are engagedand enjoying the experience, they are more apt to be open to newideas, remember concepts that were situated in an enjoyable,memorable event, and return to learn more. Games afford anopportunity to achieve this “fun” and engaging atmosphere of learning, and Computer Science is a field that benefits greatlyfrom gaming; note the “Nifty Assignments” sessions led by
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