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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.
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