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To Game or Not to Game? How Using Massively Multiplayer Online Games Helped Motivation and Performance in a College Writing Course: A Mixed Methods Study

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Author(s)
Bawa, Papia
Watson, William
Watson, Sunnie L
Keywords
Game Based Learning
performance outcomes
cognition
digital games
engagement
online
massively multiplayer online games
Adult and Continuing Education Administration
Curriculum and Instruction
Education
Educational Assessment, Evaluation, and Research
Educational Methods
Higher Education
Higher Education and Teaching
Online and Distance Education
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URI
http://hdl.handle.net/20.500.12424/366273
Online Access
https://digitalcommons.uncfsu.edu/jri/vol3/iss1/12
https://digitalcommons.uncfsu.edu/cgi/viewcontent.cgi?article=1132&context=jri
Abstract
The use of Massively Multiplayer Online Games or MMOGs is receiving attention in the educational world due to increased availability of such games, a growing consumer base, and the proven benefits of video games as engagement tools. MMOGs that have been known to possess a significantly high capacity to keep users involved over sustained periods, which gives them the potential to enhance learning experiences and performances. However, most available studies on MMOGs do not discuss relationships between MMOG use and performance outcomes in Higher Education. Additionally, majority of such studies focus on examining a single MMOG, providing limited scopes of understanding the benefits of multiple MMOGs as educational tools. Using a sample of 32 students, this mixed-methods study investigates and supports how inserting MMOGs within an undergraduate Online English Composition section helped improve learners’ performance and engagement. Practitioner and future research implications are also discussed.
Date
2017-11-22
Type
text
Identifier
oai:digitalcommons.uncfsu.edu:jri-1132
https://digitalcommons.uncfsu.edu/jri/vol3/iss1/12
https://digitalcommons.uncfsu.edu/cgi/viewcontent.cgi?article=1132&context=jri
Collections
Ethics in Higher Education

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