Instructional Design and MMORPGs
In its broadest sense, an instructional system is an arrangement of resources and procedures to promote learning. In this sense, MMORPGs (Massively Multiplayer Online Role-Playing Games) are clearly instructional systems.
 
MMORPGs
The popularity of online RPGs is staggering. There are currently more than 25 million people playing MMORPGs6 (Massively Multiplayer Online Role-Playing Games).8 Since most of these MMORPGs require an initial software purchase plus a monthly subscription fee (usually $10-15) to play, there is clearly something fundamentally attractive about online RPGs.
 
Traditional Instructional Design and MMORPGs
Each of Hunter's eight elements can be applied to EverQuest II. However, this requires some analogical reasoning. In the discussion which follows, EverQuest II is analogous to the classroom or learning environment, players are analogous to learners, and the game creators or programmers are analogous to teachers.
 
Instructional Design in the Information Age
It is clear that Hunter's traditional instructional design model does not account for certain significant elements of EverQuest II, particularly non-linear/non-coercive learning, learning from role-playing, communal learning, and learning through dying/failure. Furthermore, each of these MMORPG elements provides potentially important instructional tools to instructional designers.
 
Using MMORPGs as learning environments
The idea of using MMORPGs as learning environments is admittedly controversial. Some educators will argue that academic content cannot be transmitted through MMORPGs. Others will say that MMORPGs have no connection to the real world. Still others will complain that MMORPGs are violent and encourage antisocial behavior.
 
Structural Motivation in MMORPGs
Structural Motivation in MMORPGs
 
Applying Structural Motivation to Education
There are at least two potential applications of the structural motivation strategies of MMORPGs to the field of education: 1) utilize them within traditional educational environments, 2) augment or replace traditional educational environments with MMORPGs. This section will examine the advantages and disadvantages of each of these approaches.
 
MMORPGs as Educational Environments
MMORPGs are Massively Multiplayer Online Role-Playing Games and they are becoming incredibly popular worldwide, attracting millions of players and generating billions of dollars of revenue.3 Perhaps the most famous MMORPG in the Western world is EverQuest,4 which launched in 1999 and quickly became a huge success. Its sequel, EverQuest II (EQ2),5 was released in 2004 and will be used for illustrative purposes throughout this essay.
 
Strategies for Using MMORPGs as Educational Environments
MMORPGs, such as EQ2, are fully formed and fully functional worlds, albeit virtual ones. To utilize them as educational environments requires the instructional designer to create an online portal, an entryway controlled by the instructor.
 
Benefits and Limitations of MMORPGs
The benefits of utilizing MMORPGs as educational environments are numerous.
 
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