Game Development Reference
In-Depth Information
Chapter 7
The Pedagogical
Potential of MMOG:
An Exploratory Study Including
Four Games and their Players 1
Tiago Gomes
University of Minho, Portugal
Ana Amélia A. Carvalho
University of Minho, Portugal
The increasing complexity experienced by electronic games, began to demand a greater cognitive ef-
fort from their players. This has fostered some capacities in its players that could be used in teaching
and learning. This chapter describes an exploratory study with two phases: the first one analyses four
MMOG (Ikariam, OGame, Gladiatus and Metin2) and its pedagogical potential related to the develop-
ment of problem solving skills, communication and interaction skills, and motivation to perform tasks.
The second phase is a survey conducted to the players of these games about their motivation to play
and their perceptions about its pedagogical potential.
The results showed that all of the four analyzed games are motivating for the players, they have some
pedagogical potential related to problem solving, and they improve communication and interaction
skills. But the majority of the players felt some difficulties in accepting that they could transfer those
developed skills to their scholar or professional life.
technology use, and the capacity to work with and
manipulate information (Galarneau & Zibit, 2007).
Many people are learning these capabilities
outside of formal educational institutions and
these are now being acquired by leisure when it
includes activities that demand any sort of cog-
In the 21st century, people require a new range of
capacities constituted by critical thinking, team
work, problem solving, collaboration, the ease in
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