Knowledge Creation in MMOG: An Empirical Study
New Search | Print Abstract | E-mail Abstract | Full Text | Save to My Collections | Export Citation |
Kong, J.S.L. & Kwok, R.C.W. (2011). Knowledge Creation in MMOG: An Empirical Study. In T. Bastiaens & M. Ebner (Eds.), Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2011 (pp. 1558-1568). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/38070.
Conference Information

World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2011
Lisbon, Portugal
June 27, 2011
ISBN 1-880094-85-X
Theo Bastiaens & Martin Ebner
AACE
More Information on EDMEDIA
Table of Contents
Authors
Abstract
This study aims to empirically examine four modes of collaborative knowledge creation processes in Massively Multiplayer Online Game (MMOG) game-play, and their dynamic relationship with players’ engagement level, duration and perceived addictiveness. Although an increasing number of researchers explore the use of MMOG as a new generation of educational platform, the study for examining the empirical evidence of the occurrence and dynamics of collaborative learning behavior in MMOG is still under-researched. We use a self-report survey to collect quantitative data from World of Warcraft player and explore the aforementioned collaborative knowledge creation processes in MMOG grounded on Nonaka’s dynamic theory of organization creation. Our findings show a turning point at Level 40 with a significant change on Socialization and Combination mode. The paper ends with further analyses on Perceived Addictiveness which provide insights for future research.
Also Read
- The Path from First to Second Life
- Play games to learn: Pre-service teacher development
- Student Perceptions of Immersive Virtual Environments for the Meaningful Assessment of Learning
- The Curriculum as an Ontology - A Human Centered Visualization Approach
- How Proficient University Teachers perceive to themselves in Information and Communication Technologies Management for Education: A Mexican National Public University Case
- Supporting Collaborative Web-based Education via Annotations
- Using Gaming Literacies to Cultivate New Literacies
- SALMS: SCORM-compliant Adaptive LMS
- Adopter Types of E-Learning Innovations in Higher Education. Empirical Findings.
- From Assembly Language to Machine Code Execution: Teaching and Understanding the Semantic Gap
Tags
Add tagComments & Discussion
Comment on the paper above. You must be registered to participate. Registration is free.


New comment