Abstract
Video games, simulations, and, more importantly, virtual worlds, are now legitimated as media for instructional use in formal and informal learning environments. A case in point is the MacArthur Foundation (USA), which in 2010 launched a national initiative, the Digital Media and Learning Competition, to spark innovative development of new teaching and learning contexts. A specific media type, digital video games, has recently garnered a significant amount of attention in this new agenda. As Squire (in press) notes: “Video games are a powerful new medium with potential implications for schooling” (p. 22). In addition, Pellegrino and Scott (2004) suggest that “games can become exciting for the learner and effective as a learning tool” through use of “an engaging learning strategy coupled with structured learning objectives” (p. 1).
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
References
Boellstorff, T. (2008). Coming of age in second life: An anthropologist explores the virtually human. Princeton University Press.
Charsky, D., & Mims, C. (2008). Integrating commercial off-the-shelf video games into school curriculums. TechTrends, 52(5), 38-44.
Csikszentmihalyi, M. 1990. Flow-the psychology of optimal experience. New York: Harper & Row.
Evans, M. A. (2009). Promoting mediated collaborative inquiry in primary and secondary science settings: Sociotechnical prescriptions for and challenges to curricular reform. In R. Subramaniam (Ed.), Handbook of research on new media literacy at the K-12 level: Issues and challenges (Vol. I, pp. 128-143). Hershey, PA: Information Science Reference.
Gee, J. P. (2007). What video games have to teach us about learning and literacy: Revised and updated edition. Palgrave Macmillan.
Gee, J. P. (2008). Learning and games. In K. Salen (Ed.), The ecology of games: Connecting youth, games, and learning (pp 21-40). Cambridge, MA: The MIT Press.
Gee, J. P. (2009). Games, learning, and 21st century survival skills. Journal of virtual world research, 2 (1), 4-9. Retrieved from https://journals.tdl.org/jvwr/article/view/623/468
Halverson, R. (2005). What can K-12 school leaders learn from video games and gaming? Innovate, 1 (6). Retrieved from http://www.innovateonline.info/index.php?view=article&id=81
HibiscusH. (2008). Exploring medical training in second life - Imperial college London’s virtual medical school. Retrieved from http://www.ireport.com/docs/DOC-159220
Ito, M., Baumer, S., Bittanti, M., boyd, d., Cody, R., Herr-Stephenson, B., et al. (2009). Hanging out, messing around, and geeking out: Kids living and learning with new media. Cambridge, MA: The MIT Press.
Johnson, L. (2008). NMC Virtual worlds announces plans for 2008. Retrieved from http://virtualworlds. nmc.org/2008/01/16/nmc-virtual-worlds-announces-plans-for-2008/
Kaiser Family Foundation. (2010). Generation M2: Media in the lives of 8- to 18-year-olds. Retrieved from http://www.kff.org/entmedia/8010.cfm
McGonigal, J. (2008). Why I love bees: A case study in collective intelligence gaming. In K. Salen & E. Zimerman (Eds.), The ecology of games: Connecting youth, games, and learning (pp. 199-228). Cambridge, MA: The MIT Press.
McLellan, H. (2004). Virtual realities. In D. Jonassen (Ed.), Handbook of research for educational communications and technology (2nd ed., pp. 461-497). Mahwah, NJ: Lawrence Erlbaum Associates.
Ondrejka, C. (2008). Education unleashed: Participatory culture, education, and innovation in second life. In K. Salen & E. Zimerman (Eds.), The ecology of games: Connecting youth, games, and learning (pp. 229-252). The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. Cambridge, MA: The MIT Press.
Pellegrino, J & Scott, A. (2004). The transition from simulation to game-based learning. Retrieved from http://www.learningarchitects.net/files/Transition_from_Sims_to_Games.pdf
Rainie, L., & Anderson, J. (2008). The future of the Internet III. Pew Internet & American Life Project. Retrieved from http://www.pewinternet.org/Reports/2008/The-Future-of-the-Internet-III/8-Scenario- 5-The-Evolution-of-Augmented-Reality-and-Virtual-Reality/1-Prediction-and-Reactions.aspx?r=1
Shaffer, D. W., Squire, K. R., Halverson, R., & Gee, J. P. (2004). Video games and the future of learning. Retrieved from http://www.academiccolab.org/resources/gappspaper1.pdf
Squire, K. (2006). From content to context: Videogames as designed experience. Educational Researcher, 35(8), 19-29.
Squire, K. (in press).Video games and education: Designing learning systems for an interactive age. Educational Technology. Retrieved from http://website.education.wisc.edu/kdsquire/tenure-files/02- squire-ed-tech-refchecV3.pdf
Stoerger, S. (2008). Virtual worlds, virtual literacy: An educational exploration. Knowledge Quest, 36(3), 50-56.
Taylor, K., & Chyung, S. Y. (2008). Would you adopt second life as a training and development tool? Performance Improvement, 47(8), 17-25.
(2007). Gartner says 80 percent of active Internet users will have a “second life” in the virtual world by the end of 2011. Retrieved from http://www.gartner.com/it/page.jsp?id=503861
(2007). What is Play2Train. Retrieved from http://play2train.hopto.org/
Werner, T. (2008). Using second life for workplace learning. Brandon Hall. Retrieved from http://www. brandon-hall.com/publications/secondlife/secondlife.shtml
Dave R. Dannenberg and Michael A. Evans Virginia Tech
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2011 Sense Publishers
About this chapter
Cite this chapter
Dannenberg, D.R., Evans, M.A. (2011). Endogenous Learning in Multi User Virtual Environments. In: Annetta, L., Bronack, S.C. (eds) Serious Educational Game Assessment. SensePublishers. https://doi.org/10.1007/978-94-6091-329-7_12
Download citation
DOI: https://doi.org/10.1007/978-94-6091-329-7_12
Publisher Name: SensePublishers
Online ISBN: 978-94-6091-329-7
eBook Packages: Humanities, Social Sciences and LawEducation (R0)