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ERIC Number: ED525456
Record Type: Non-Journal
Publication Date: 2011
Pages: 256
Abstractor: As Provided
Reference Count: 0
ISBN: ISBN-978-1-1244-6301-8
ISSN: N/A
Learning in a Massively Multiplayer Online Role Playing Game: The Development of Government Leadership Competencies and Performance Elements
Brown, Tammy
ProQuest LLC, Ed.D. Dissertation, Fielding Graduate University
The increase of technological capabilities has opened the door to innovations that help people learn. One popular form of training over the past 10 years has been in Serious Game--simulations used for training rather than entertainment. The purpose of the study was to determine whether participants who played a massively multiplayer online role playing game (MMORPG) developed government leadership skills that resulted in observable behavioral changes in those skills by others in their work environments, as determined through the use of a 360-degree assessment and interviews conducted at the beginning of the study and after 90 days. Three case studies, representing three participants, were used to measure the behavioral changes as observed by supervisors, peers, and subordinates. All three participants were within the age range of 34 to 42, and their physical locations covered the south, the west, and the southwest portions of the United States. Two females and one male participated. The data were collected sequentially within each case, and were collected for multiple cases concurrently. The three cases exhibited observable leadership behavioral changes in the work environment in all of the government leadership competencies, as defined by the Office of Personnel Management (OPM, 1997), except Business Acumen. Improvement also occurred in many of the performance elements of the competencies, although the amount of improvement and the elements varied by participant. Participants indicated that they learned from the failures of tasks in the MMORPG, and failures helped them be open to using different approaches and made them more resilient. These findings suggest that games can add value in ways that go beyond the current research. Additional research is necessary in the areas of having participants who have no previous experience playing MMORPGs, extending the length of the study, including more participants, and conducting the study in a way in which participants have no knowledge of what skills and behaviors are being addressed. By using serious games and simulations, corporate, academic, and government training personnel may provide environments that increase learning and retention and develop higher level thinking skills. [The dissertation citations contained here are published with the permission of ProQuest LLC. Further reproduction is prohibited without permission. Copies of dissertations may be obtained by Telephone (800) 1-800-521-0600. Web page: http://www.proquest.com/en-US/products/dissertations/individuals.shtml.]
ProQuest LLC. 789 East Eisenhower Parkway, P.O. Box 1346, Ann Arbor, MI 48106. Tel: 800-521-0600; Web site: http://www.proquest.com/en-US/products/dissertations/individuals.shtml
Publication Type: Dissertations/Theses - Doctoral Dissertations
Education Level: N/A
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A