Changing our classrooms: Mark Wagner's Mass Multiplayer Schools

Since it's the end of the year and I'm in the process of tying up unfinished posts from the fall. Here's a post from Educational Technology and Life that's worth bringing back up to highlight. Mark Wagner’s work is usually excellent and worth discussing. Back in October, Mark posted his NECC 2008 proposals, including one on learning and school classrooms as MMORPG.

Mark provided an overview of his proposal, but the more interesting information is included in his complete NECC submission including:

Purpose:
The goal of this study is to identify potential applications of massively multiplayer online role-playing games as constructivist learning environments in the context of formal K12 education. The purpose is to identify the potential benefits and drawbacks of such applications and to recommend courses of action for future research by academics, future game development by industry professionals, and future instructional decisions made by public educators.
Questions Posed:

- What are the potential benefits of using MMORPGs as constructivist learning environments in formal K12 education?

- What are the potential problems related to using MMORPGs as constructivist learning environments in formal K12 education?

Additionally, based on the literature review the following six research questions will be used to focus the study:

- Engagement and motivation: How might MMORPGs be used to motivate and engage students, and what problems might be associated with using MMORPGs for this purpose?

- Context: How might MMORPGs be used to provide a context for student learning, and what problems might be associated with using MMORPGs for this purpose?

- Inquiry: How might MMORPGs be used to provide students with opportunities for inquiry-based learning, and what problems might be associated with using MMORPGs for this purpose?

- Social Negotiation: How might MMORPGs be used to support social negotiation of meaning (including facilitated collaboration, cooperation, and competition), and what problems might be associated with using MMORPGs for this purpose?

- Reflection: How might MMORPGs be used to encourage student reflection and metacognition, and what problems might be associated with using MMORPGs for this purpose?

- Social Change: How might MMORPGs used in formal K12 education be used to effect positive social change?

Mark's blog is an excellent resource for these questions and discussion around them. Much of Mark's thesis content and research is contained within Educational Technology and Life. Thank you Mark for sharing your work.

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