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Learning Experience with The World of Warcraft (WoW) According to the 4C/ID Model

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Samruayruen, B. & Jones, G. (2009). Learning Experience with The World of Warcraft (WoW) According to the 4C/ID Model. In T. Bastiaens et al. (Eds.), Proceedings of World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2009 (pp. 1906-1910). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/32740.

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Conference Information

ELEARN

World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (ELEARN) 2009
Vancouver, Canada
October 26, 2009
ISBN 1-880094-76-2
  Theo Bastiaens, Jon Dron & Cindy Xin
AACE

More Information on ELEARN

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Authors

Buncha Samruayruen, Greg Jones, University of North Texas, USA

Abstract

World of Warcraft (WoW) is one of the most popular online games. WoW can create a new further learning experience that can be ranged from simple games to incorporating complex graphics and virtual world games populated by a number of players simultaneously. In the field of education and learning experience, many instructional designers have conducted the educational games in the complex learning environment by using the 4C/ID model. Exploration of instructional design models applied into online games can help educators and instructional designers to better understand the conduct of educational online games. This article offers a description of the online game -WoW- and the 4C/ID model, and then illustrates analysis of learning experience with WoW according to the 4C/ID model.

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