Gaming the System: What Higher Education Can Learn from Multiplayer Online Worlds
| Title: | Gaming the System: What Higher Education Can Learn from Multiplayer Online Worlds (ID: FFPIU019) | | Author(s): | J.C. Herz (United States Department of Defense) | | Topics: | Games and Gaming, Interaction and Engagement, Virtual Worlds | | Origin: | Forum for the Future of Higher Education (2002) | | Type: | Articles, Papers, and Reports | | Abstract: | A chapter from the The Internet and the University: Forum 2001. The entertainment technology industry invests vast sums in research and development to create the advanced simulations, characters, and scenarios that underpin computer games. The
US Army recognizes the transferability and learning potential
of these games, collaborates with industry to create customized
versions for a wide range of training purposes, and, ultimately,
to generate realistic virtual experiences that will move
military training a quantum leap into the future. Academia
might also benefit from the model presented by online, multiplayer,
role-playing games (RPGs), in which networked environments
foster active engagement and track participants'
contributions. Colleges and universities could create environments
with similar capabilities that use technology to capitalize
on the strengths and learning styles of the "wired generation"
to enhance teaching and learning. | | View this resource: | |
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