Development of Social Problem-solving Networks in the Interactive Web-based Game The Beast: A Qualitative Study
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Sebastian, R. & Kinzie, M. (2006). Development of Social Problem-solving Networks in the Interactive Web-based Game The Beast: A Qualitative Study. In T. Reeves & S. Yamashita (Eds.), Proceedings of World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2006 (pp. 2350-2357). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/24061.
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (ELEARN) 2006
Honolulu, Hawaii, USA
Thomas Reeves & Shirley Yamashita
More Information on ELEARN
Table of Contents
This study explores the online social group that formed around the interactive, web-based game The Beast, known as an alternate reality game (ARG), and the potential these games may have for education. The Beast required players to work as a group to find hidden clues and solve complex puzzles distributed on the web, and elsewhere, to find the answer to the game's central mystery, "Who Killed Evan Chan?" In this study, self-selected game participants completed a web-based survey about their game play experience and their collaborative contributions. Follow-up interviews with selected respondents were conducted one-on-one via online chat. Results suggest that novel educational ARGs can provide compelling and powerful learning experiences if they include challenging levels of game play that necessitate collaboration, provide engaging and immersive storytelling, and implement responsive designs that can be modified "on the fly" based upon player feedback and performance.
- Understanding E-dropout?
- The Alternate Reality Game: Learning Situated in the Realities of the 21st Century
- The Handheld Augmented Reality Project (HARP): Using GPS-enabled Handheld Computers to Teach Content
- Prospects for the Use of Mobile Technologies in Science Education
- Will you be my friend? Prospective teachers’ use of Facebook and implications for teacher education
- Closing the Gap: Impact of Student Proactivity and Learning Goal Orientation on E-Learning Outcomes
- Games and Motivation to Learn Science: Personal Identity, Applicability, Relevance and Meaningfulness
- Engaging the Learner: How Can the Flow Experience Support E-learning?
- Evaluation of Mobile technologies for assessing students’ knowledge improvement
- Technology Integration: Mobile Devices (iPods), Constructivist Pedagogy, and Student Learning.
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