PsycEXTRA Dataset 2005
DOI: 10.1037/e448112006-001
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Massive Multiplayer Online Gaming: A Research Framework for Military Training and Education

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Cited by 70 publications
(54 citation statements)
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“…Although much is being written about the deep learning that stems from playing digital games recreationally (e.g., Gee, 2003;Mitchell & Savill-Smith, 2004;Prensky, 2006), empirical evidence of such games' effectiveness in classroom settings is lacking (Bonk & Dennen, 2004;Squire, 2006). Generally speaking, the empirical research shows that game playing in classrooms can contribute to increasing student motivation and engagement in learning (Cordova & Lepper, 1996).…”
Section: Educational Games and Learning In The Classroommentioning
confidence: 99%
“…Although much is being written about the deep learning that stems from playing digital games recreationally (e.g., Gee, 2003;Mitchell & Savill-Smith, 2004;Prensky, 2006), empirical evidence of such games' effectiveness in classroom settings is lacking (Bonk & Dennen, 2004;Squire, 2006). Generally speaking, the empirical research shows that game playing in classrooms can contribute to increasing student motivation and engagement in learning (Cordova & Lepper, 1996).…”
Section: Educational Games and Learning In The Classroommentioning
confidence: 99%
“…Lack of performance indicators or measures for individuals and teams has been a shortcoming in the use of simulations and games (Bonk & Dennen, 2005). Measuring the dynamic, multilevel nature of teamwork or team-level performance presents a significant challenge (Paris, Salas, & Cannon-Bowers, 2000;Salas & Cannon-Bowers, 1997).…”
Section: Indicators Of Knowledge and Skillsmentioning
confidence: 99%
“…However, despite the significant amount of educational research and the growing interest of the scientific community in MMOGs, there is a lack of empirical research considering cognitive and social aspects of these games [12,29,30,31].…”
Section: Designing Motivating Online Games: Thementioning
confidence: 99%