Monday, March 30, 2009

MMORPG Reflection

How are MMOGs fundamentally different from other games and simulations?

MMORPGs bring together large groups users (learners) from remote locations. Consequently, MMPRPGs are Internet only.

How are they like and different from virtual worlds (like Second Life)?

MMORPGs are games or simulations, with a known objective. Second Life is merely an "environment". MMORPGs have non-playing characters (NPCs) which employ artificial intelligence (AI). Second life has other "real" players only.

Could you describe a learning problem in your environment that might be addressed by a MMOG? Describe what it would look like.

I can't think of a use for MMORPGs in my environment. The following phrases were used by the author to describe the benefits of MMORPGs: "support collaborative experience-based and exploratory learning approaches", "support learning through real-time experiences", "support collaboration and team-building skills", "a tool to aid students from different disciplines...to work collaboratively", "leadership training". I could not see this being used in my work place. I can see where it would be of interest to sociology and psychology teachers. As in Second Life, people can be who/what they want to be, and test other peoples' reactions to that.

I thought it significant that the author mentioned the importance of debriefing and reflection (page 60).

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