What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Replaying history: learning world history through playing "civilization iii"
Replaying history: learning world history through playing "civilization iii"
Learning in massively multiplayer online games
ICLS '04 Proceedings of the 6th international conference on Learning sciences
Game content creation and it proficiency: An exploratory study
Computers & Education
Massively multiplayer online games & education: an outline of research
CSCL'07 Proceedings of the 8th iternational conference on Computer supported collaborative learning
Problem-solving in history: strategy games and schema
ICLS'08 Proceedings of the 8th international conference on International conference for the learning sciences - Volume 3
MMORPGS and cognitive performance: A study with 1280 Brazilian high school students
Computers in Human Behavior
Martian boneyards: can a community of players be a community of practice?
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Behind the MASK: Motivation through Avatar Skills and Knowledge
International Journal of Gaming and Computer-Mediated Simulations
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In today's increasingly "flat" world of globalization, the need for a scientifically literate citizenry has only grown more urgent; yet, by some measures, we have done a poor job at fostering the right scientific habits of mind in schools. Recent research on informal games-based learning indicates that such technologies/communities may be one viable alternative -- not to teachers and classrooms but to textbooks and science labs. In this paper, we provide empirical evidence substantiating previous claims about the potential of games for learning and offer specific design heuristics that might inform their future production and use. Using codes based on AAAS benchmarks and Chinn and Malhotra's (2002) framework for evaluating inquiry tasks, we examine the scientific habits of mind that characterize online discussion forums of the MMOG World of Warcraft and the features of the game -- both as designed object and emergent culture -- that appear to foster them.