ERIC Number: EJ1059314
Record Type: Journal
Publication Date: 2015
Abstractor: As Provided
Reference Count: 19
Designing After-School Learning Using the Massively Multiplayer Online Role-Playing Game
King, Elizabeth M.
Theory Into Practice, v54 n2 p128-135 2015
Digital games have become popular for engaging students in a range of learning goals, both in the classroom and the after-school space. In this article, I discuss a specific genre of video game, the massively multiplayer online role-playing game (MMO), which has been identified as a dynamic environment for encountering 21st-century workplace skills (King, 2012). Rather than advocating for bringing MMOs directly into the classroom to deliver content, I focus on designing after-school programs. Starting with a description of the MMO, I define the game space as a digital platform where an array of interest-driven learning takes place. Then, based upon a 2-year, game-based after-school program for teenage boys, the Casual Learning Lab was designed (Steinkuehler & King, 2009). Finally, I offer suggestions for program design highlighting the importance of involving teachers as co-learners, and structuring reflection activities to assist participants in connecting gaming activities to 21st-century skills.
Descriptors: Role Playing, After School Programs, Program Design, Males, Adolescents, Video Games, Reflection, Job Skills, Internet, Friendship, Cooperative Learning, Skill Development, Critical Thinking, Problem Solving, Computer Literacy, Creativity, Information Literacy, Teamwork, Technological Literacy
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Publication Type: Journal Articles; Reports - Descriptive
Education Level: N/A
Authoring Institution: N/A