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Autor/inn/enBarnett, Joshua H.; Archambault, Leanna
TitelHow Massive Multiplayer Online Games Incorporate Principles of Economics
QuelleIn: TechTrends: Linking Research and Practice to Improve Learning, 54 (2010) 6, S.29-35 (7 Seiten)Infoseite zur Zeitschrift
PDF als Volltext Verfügbarkeit 
Spracheenglisch
Dokumenttypgedruckt; online; Zeitschriftenaufsatz
ISSN8756-3894
DOI10.1007/s11528-010-0451-y
SchlagwörterEconomics; Theories; Instructional Effectiveness; Computer Simulation; Educational Technology; Educational Games; Role Playing; Simulated Environment; Internet; Influence of Technology; Computer Uses in Education
AbstractGames have always been a part of the human experience. Even the earliest of civilizations created games for enjoyment and entertainment. However, the educational value of those games is a relatively recent consideration. Over the previous fifty years, scholars have questioned the potential positive lessons learned from games such as Monopoly[R], Scrabble[R], and sports. While millions of children participate in these activities, a new type of gaming has emerged over the previous decade and is quickly surpassing other gaming formats. Massively Multiplayer Online Role Playing Games (MMORPGS), such as World of Warcraft and Diablo, now have millions of players; however, the potential educational influence of these games is relatively unknown. This article presents an exploration of one potential educational strand--economic theory--that these types of games may facilitate. (As Provided).
AnmerkungenSpringer. 233 Spring Street, New York, NY 10013. Tel: 800-777-4643; Tel: 212-460-1500; Fax: 212-348-4505; e-mail: service-ny@springer.com; Web site: http://www.springerlink.com
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2017/4/10
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