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Autor/inn/enOliver, Martin; Carr, Diane
TitelLearning in Virtual Worlds: Using Communities of Practice to Explain How People Learn from Play
QuelleIn: British Journal of Educational Technology, 40 (2009) 3, S.444-457 (14 Seiten)Infoseite zur Zeitschrift
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Spracheenglisch
Dokumenttypgedruckt; online; Zeitschriftenaufsatz
ISSN0007-1013
DOI10.1111/j.1467-8535.2009.00948.x
SchlagwörterPlay; Learning Processes; Communities of Practice; Social Environment; Games; Computer Mediated Communication; Educational Technology; Electronic Learning; Computer Simulation; Virtual Classrooms; Computer Uses in Education; Distance Education
AbstractAlthough there is interest in the educational potential of online multiplayer games and virtual worlds, there is still little evidence to explain specifically what and how people learn from these environments. This paper addresses this issue by exploring the experiences of couples that play "World of Warcraft" together. Learning outcomes were identified (involving the management of ludic, social and material resources) along with learning processes, which followed Wenger's model of participation in Communities of Practice. Comparing this with existing literature suggests that productive comparisons can be drawn with the experiences of distance education students and the social pressures that affect their participation. (As Provided).
AnmerkungenBlackwell Publishing. 350 Main Street, Malden, MA 02148. Tel: 800-835-6770; Tel: 781-388-8599; Fax: 781-388-8232; e-mail: customerservices@blackwellpublishing.com; Web site: http://www.blackwellpublishing.com/jnl_default.asp
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2017/4/10
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