ERIC Number: EJ902324
Record Type: Journal
Publication Date: 2011-Jan
Abstractor: As Provided
Reference Count: 0
"World of Warcraft" and the Impact of Game Culture and "Play" in an Undergraduate Game Design Course
Dickey, Michele D.
Computers & Education, v56 n1 p200-209 Jan 2011
During the past two decades, digital games have become an increasingly popular source of study for academics, educational researchers and instructional designers. Much has been written about the potential of games for teaching and learning, both in the design of educational/serious games and the implementation of off-the-shelf games for learning. Yet relatively little research has been conducted about how game culture and the enmeshed practice of "play" may impact classroom dynamics. The purpose of this study is to present a case study about how the use of "World of Warcraft" ("WoW") as a teaching tool and medium of "play" impacted class dynamics in an undergraduate university-level course for game design. Specifically, this study will address how "WoW's" game culture and the practice of "play" impacted (a) student-to-student dynamics and (b) class dynamics. The goal of this study is to explore some of the dynamics of "play" as a component of learning.
Descriptors: Instructional Design, Play, Educational Games, Classroom Environment, Group Dynamics, Interpersonal Relationship, Computer Simulation, Computer Software, Computer Uses in Education, Computer Science Education, Internet, College Students, Class Activities, Context Effect, Role Playing, Simulated Environment, Case Studies
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Publication Type: Journal Articles; Reports - Research
Education Level: Higher Education; Postsecondary Education
Authoring Institution: N/A