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Social learning in MMOG: an activity theoretical perspective

机译:MMOG中的社会学习:活动理论视角

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Purpose – Recently, researchers have begun investigating the learning process that occurs within computer games (learning to play), as opposed to studying games that support explicit learning for educational purposes (playing to learn). With the increasing popularity of massively multiplayer online games (MMOGs), some research has begun to look beyond individual play and is now focusing on social play. By conducting a 30 day virtual participant observation in an MMOG, namely World of Warcraft (WoW) this paper aims to identify and provide a theoretical explanation of the process of learning that takes place in such an open-ended virtual world. Design/methodology/approach – Through the lens of activity theory, the paper focuses its analysis on the tool, the goal, the activity of game playing and contradictions. Findings – It was found that social learning could occur through intrinsic and extrinsic play. Intrinsic play is play oriented toward goal completion while extrinsic play is directed toward reflection and expansion of intrinsic play. WoW is designed with tools that facilitate these types of play, and therefore learning that emerges from them. Furthermore, learning involves not only the process of acquiring knowledge and skills to accomplish certain goals, but also the process of defining the goal, thus shaping the learning process. Originality/value – The results could be used to inform game design either for social play or for social learning.
机译:目的–最近,研究人员开始研究计算机游戏(学习游戏)中发生的学习过程,而不是研究出于教育目的支持明确学习(玩游戏)的游戏。随着大型多人在线游戏(MMOG)的日益普及,一些研究已经超出了个人游戏的范围,现在专注于社交游戏。通过在MMOG(即《魔兽世界》)中进行30天的虚拟参与者观察,本文旨在识别并提供对这种开放式虚拟世界中学习过程的理论解释。设计/方法/方法-通过活动理论的视角,本文将分析重点放在工具,目标,游戏活动和矛盾上。研究结果–人们发现社交学习可以通过内在和外在的游戏发生。本质游戏是面向目标完成的游戏,而外部游戏则是针对内部游戏的反射和扩展。 WoW的设计工具可促进这些类型的比赛,并因此而产生的学习经验。此外,学习不仅涉及获取知识和技能以实现某些目标的过程,还涉及定义目标的过程,从而塑造了学习过程。原创性/价值–结果可用于为社交游戏或社交学习提供游戏设计信息。

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