Skip navigation

Home | About | Contact

To view the full text of this article...

Subscribe for faster access!

Subscribe for only $19/month (or $150/year) and receive immediate access to 20,000+ documents/media files.

Purchase individual articles and papers

Purchase fulltext access to individual articles and papers for $9.95 USD each. You can purchase as a guest or save your information for faster access later.

Already have an account?

Individual Accounts

Institutions

If you are accessing the system through an institution or library, find out if they have a subscription to the digital library. If they do, please have them contact us with the IP address for this machine: 38.107.179.216.

Digital Library >

On-line Games, Simulations & Role-plays as Learning Environments: Boundary and Role Characteristics

New Search
New Search
Print Abstract
Print Abstract
E-mail Abstract
E-mail Abstract
Full Text
Full Text
Add To Collection
Save to My Collections
Export Citation
Export Citation

Linser, R., Ip, A., Rosser, E. & Leigh, E. (2008). On-line Games, Simulations & Role-plays as Learning Environments: Boundary and Role Characteristics. In C. Bonk et al. (Eds.), Proceedings of World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2008 (pp. 1757-1765). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/29895.

OpenURL Link

Conference Information

ELEARN

World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (ELEARN) 2008
Las Vegas, Nevada, USA
November 17, 2008
ISBN 1-880094-66-5
  Curtis J. Bonk, Mimi Miyoung Lee & Tom Reynolds
AACE

More Information on ELEARN

Table of Contents


Authors

Roni Linser, Albert Ip, Fablusi P/L, Australia; Elizabeth Rosser, University of New South Wales, Australia; Elyssebeth Leigh, University of Technolgy Sydney, Australia

Abstract

As the arsenal instructional technology strategies increasingly grows to include computer games, simulations and on-line role-plays there is an increased need to understand the practical and theoretical issues involved in the use of such environments. This paper focuses on the boundaries between reality and game and between player and role. The paper argues that game environments intended for pedagogical objectives are not only inseparable from reality but intersect it in ways that enable deep learning. The paper argues that the ‘fuzziness’ of game boundaries is a critical feature of on-line games, simulations and role-plays with pedagogical intent. Because different game designs result in environments displaying various game-boundary characteristics, understanding these characteristics can lead to better adoption and adaptation of games designed for education, as well as better strategies for evaluating the effectiveness of specific ‘game type’ environments in meeting learning outcomes.

Also Read

Tags

Comments & Discussion

Comment on the paper above. You must be registered to participate. Registration is free.




Feedback and Suggestions please email info@editlib.org.