2008
DOI: 10.1002/piq.20029
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Can massively multiplayer online gaming environments support team training?

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Cited by 20 publications
(6 citation statements)
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“…The new generation of learners wants to experience education in several different learning environments (Colling et al, 2022;Pfost & Artelt, 2018;Schaltz & Klapproth, 2014). Moreover, when it is considered that every individual has a different learning style, gamebased learning environments and tools offer them an entertaining and motivating learning environment (O'Connor & Menaker, 2008). For this reason, educational institutions that train teachers should increase such use of these technologies, and the pre-service teachers should be allowed to get used to these tools, and learning experience should be provided in these environments (Bingimlas, 2009;Elmas & Geban, 2012).…”
Section: Introductionmentioning
confidence: 99%
“…The new generation of learners wants to experience education in several different learning environments (Colling et al, 2022;Pfost & Artelt, 2018;Schaltz & Klapproth, 2014). Moreover, when it is considered that every individual has a different learning style, gamebased learning environments and tools offer them an entertaining and motivating learning environment (O'Connor & Menaker, 2008). For this reason, educational institutions that train teachers should increase such use of these technologies, and the pre-service teachers should be allowed to get used to these tools, and learning experience should be provided in these environments (Bingimlas, 2009;Elmas & Geban, 2012).…”
Section: Introductionmentioning
confidence: 99%
“…With the advent of massively multiplayer online (MMO) games in the leisure games market, the learning industry has started to investigate how to employ this technology for serious games. Massively multiplayer online games can be a viable learning tool (O'Connor & Menaker, 2008), as they can provide multiple participants with consistent training in a flexible environment, generate scenarios specific to the learning objectives and mechanics for reflection and hence allow for specific knowledge and skills to be taught, enriched or reviewed.…”
Section: Making Use Of Collaborative Pedagogymentioning
confidence: 99%
“…A range of benefits deriving from collaboration within a game environment has been evidenced in the research literature, including increased game enjoyment (Nardi and Harris 2006), increased sense of presence (von der Pütten et al 2012), support and improvement of social interactions (Silva et al 2014), improved communication, collaboration and teamwork skills (González-González et al 2014), improved team training (O'Connor andMenaker 2008), and improved sympathy and empathy toward patients (Octavia and Coninx 2014). Nasir et al (2015) found that playing a collaborative game resulted in increased interaction and participation in real-world collaborative tasks performed subsequently.…”
Section: Advantages and Challenges Of Collaborative Gamesmentioning
confidence: 99%
“…While games and gamification have long been seen as beneficial to education and training (Angelides and Paul 1993;Siemer and Angelides 1998;Malas and Hamtini 2016), collaborative games in particular have been shown to facilitate team training and thus have been designed as instructional games promoting team learning and transfer. Characteristics seen as promoting learning include: environment, reality, interactivity, role play, engagement, rules, persistence, efficiency, and fidelity (O'Connor and Menaker 2008). Consequently, many collaborative games have tended to be educational or serious in nature.…”
Section: Advantages and Challenges Of Collaborative Gamesmentioning
confidence: 99%