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Designing After-School Learning Using the Massively Multiplayer Online Role-Playing Game

Bibliographic Data

ID4254404
AuthorsElizabeth M King (0000-0003-3609-1736, University of Wisconsin–Whitewater, corresponding author)
Year2015
Volume54
Issue2
Pages128-135
Publication date2015-04-03
Open AccessNo
TypeARTICLE
VenueTheory Into Practice (JOURNAL)
Journal identifiersISSN: 0040-5841 • E-ISSN: 1527-2532
PublisherInforma UK Limited (PUBLISHER • GB)
DOI10.1080/00405841.2015.1010844
OpenAlexW2027813649
LanguageEN
Citations received1
References cited10

Digital games have become popular for engaging students in a range of learning goals, both in the classroom and the after-school space. In this article, I discuss a specific genre of video game, the massively multiplayer online role-playing game (MMO), which has been identified as a dynamic environment for encountering 21st-century workplace skills (King, 2012). Rather than advocating for bringing MMOs directly into the classroom to deliver content, I focus on designing after-school programs. Starting with a description of the MMO, I define the game space as a digital platform where an array of interest-driven learning takes place. Then, based upon a 2-year, game-based after-school program for teenage boys, the Casual Learning Lab (Steinkuehler & King, 2009). Finally, I offer suggestions for program design highlighting the importance of involving teachers as colearners, and structuring reflection activities to assist participants in connecting gaming activities to 21st-century skills

Casual · Game design · Game mechanics · Mathematics education · Multimedia · Pedagogy · Space (punctuation) · Structuring · Child Development and Digital Technology · Computer Science · Educational Games and Gamification · Impact of Technology on Adolescents · Psychology

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Citations per year0.17
Citation span2020 - 2020 (1)
Highly citedNo

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