Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
Jason M. Garofalo
Introduction
In recent times, college learning outcomes have drawn concern over the development of skill
Colleges and Universities, deemed problem-solving skills as one of the most desired
competences in graduates (Hart Research Association, 2015). Yet, when comparing perceptions
rated themselves at 59% (Hart Research Association, 2015). The observed differences indicate
It has been suggested that interactive technology, such as video games, could be used to foster
proficiency and skill development (Melissourgos, 2016). Recent improvements with technology
have produced growing interest in the practical applications and usefulness of online video
games for higher education purposes (Delwiche, 2006; Yee, 2006; Chaudhary, 2008; Susaeta et
al., 2010; McCreery et. al., 2011; Nugent, 2013; Christos et. al., 2013; Voulgari et. al., 2014).
The emergence of the field known as Game-Based Learning (GBL), is exploring how to utilize
game related benefits, such as enhanced motivation and interest, within education coursework
(Christos, et al., 2013; Eseryel et al.,2014). The military and large corporations have been
conducting training on game-based applications for many years (Chaudhary, 2008). While
educational games have started to be developed and implemented within various educational
contexts, the investment of time and cost required to produce a functional educational game can
commercially free online games, as well as off the-shelf games in lesson designs and course
work (Hovious & Van Eck, 2015). While these games are not purposed for education, they
PERCEPTIONS OF POST-SECONDARY PROBLEM-SOLVING 3
provide an interactive learning environment which offers platform for problem-solving (Dickey,
(MMORPGs) genre are considered the most elaborate and appropriate for higher education;
encouraging higher order reasoning, critical thinking and problem-solving skills (Paraskeva et.
Objectives
The purpose of this research study is to explore the construction and development of problem-
solving skills for post-secondary students within the interactive online gaming environment of
issues (Oxford University Press, 2016). Lineage II, is a three dimensional fantasy
Massively Multiple Online Role Playing Game with a wide variety of classes and races;
plan, and interact with objects, resources, and other players within a multimodal
Theoretical framework
A Constructivist framework for learning is well aligned to the qualitative design intended for the
building on their previous knowledge and experience (University College Dublin, n.d.).
Learning within MMO games is likely to build upon students existing problem-solving abilities
as they put together new strategies to face challenges. In addition, students constructions are
A core notion of constructivism is that individuals live in the world of their own personal and
subjective experiences. It is the individual who imposes meaning on the world, rather than
meaning being imposed on the individual; understanding occurs when students develop
effective ways to resolve problematic situations (p.18).
This approach aids in understanding the themes individuals may describe as significant to their
problem-solving development, especially concerning their view and perspectives. Lastly, the
and skills are constructed in the midst of participation and collaboration among people through
Literature Review
The expanding capacities of technology have produced many changes to the world of education
in the 21st century. The emerging frontier of Game-Based Learning (GBL) appears to offer path
supporting GBL gains is consistently tied to improvements in critical thinking and problem-
solving ability within the learning process (Yee, 2006; McCreery et al., 2011; Nugent, 2013;
Christos et al., 2013; Voulgari et al., 2014). According to the American Psychological
creativity, as well as specific problem-solving gains for adolescents that played strategic role-
playing games (as cited in Granic, 2013). Some have already observed key aspects of popular
PERCEPTIONS OF POST-SECONDARY PROBLEM-SOLVING 5
non-educational MMORPGs will provide a template for future educational creations. Paraskeva
et. al. (2010), confirms The main trend in multiplayer video gaming (MMOGs and MMORPGs,
such as World of Warcraft and Lineage), is to propose the development of online multiplayer
educational games, which would create communities of learners who would learn through a
social experience (p. 504). Specifically, games can make learning more effective by utilizing
intricate online settings that compel players to make decisions and problem-solve in
Most related studies, comparable to the prior examples, have identified connections to similar
skill development with MMO style games sought for K-12 education. However, minimal
attention has been given to post-secondary applications. Williams et al. (2008), recounted the
average age of 7, 000 players within the popular player MMORPG Everquest II was 31;
similarly, Quandt et al. (2009) determined that 17.2% Everquest II players were over 40 (as cited
in Delwiche & Henderson, 2013, p.206). Clearly, there is something happening that games
researchers have yet to explain. As others have noted, there is an urgent need for research on
older computer gamers (Yee, 2006, p.3). The actual game populations parallel higher
education age ranges, breaking assumptions about youth focus in the literature.
Within work and employer observations, there are many similarities that further describe the
player spends 22 hours a week playingmany of them go to work and perform an assortment of
clerical tasks, logistical planning and management in their offices, then they come home and do
those very same things in MMORPGs (p. 4). Lastly, there are real world, adult applications,
currently being used to assess problem solving skills and conduct training. Chaudhary (2008),
states:
PERCEPTIONS OF POST-SECONDARY PROBLEM-SOLVING 6
GBL is already in practice in many fields. It is mostly used in businesses, hospitals, and the
military. Bankers Trust, for example use a Doom-style game for policy training; Lockheed
uses Dilbert for training people in ethics; Pricewaterhouse Coopers uses games for serious
product training. Many companies use games for sexual harassment prevention training. The
military has been using digital game learning for years because it is cost effective and
motivating to train the young recruits. Some medical schools and hospitals, for example, have
started incorporating games into their curriculum to teach students to diagnose the diseases
and cure the virtual patients (p.5).
Considering the applications for adult learning, many of which are well-established, there is an
Methods
A Qualitative research design will guide a Phenomenological study. Participants will respond
individually to interview questions from the researcher. The researcher will conduct video and
Sample
Students will be males and females between the ages of 18 50 years old. Snowball sampling
will be utilized for a minimum of six participants. The requirement to participate in the study is
to be an active player of Lineage II for a minimum of one year. The researcher will post flyers to
advertise the purpose of the study, solicit participants, and provide a brief description of
informed consent. The contact information of the researcher will also be provided.
Instrumentation
develop a series of ten questions aimed at addressing overall research questions. The
Data Analysis
The researcher assumes that the more practice of problem-solving skills in MMORPG
interactive collaborative environments, the more efficient and thus better workers they may
become. Problem-solving skills and strategies may be improved through awareness and
A content analysis will be performed on the collected interview data. Observations will
This proposed study aims to improve theoretical and practical understanding of how students in
gameplay. The findings of the interview data cannot be generalized beyond the study
participants, as they are subjective, personal accounts of experiences perceived during gameplay.
players, and may not be representative of all post-secondary Lineage II players. However, the
emergent themes discovered can be used to guide observations for further uses of MMORPGs
applications in the classroom, as well as provide areas of focus for future research.
PERCEPTIONS OF POST-SECONDARY PROBLEM-SOLVING 8
References
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Christos, M., Maya, S., & Stelios, X. (2013). Towards optimizing server performance in an
Delwiche, A. (2006). Massively multiplayer online games (MMOs) in the new media classroom.
westga.edu:2103/eds/pdfviewer/pdfviewer?vid=42&sid=a06841b3-707d-452d-9e40-
ef717475e32d%40sessionmgr102&hid=117
Delwiche, A.A., & Henderson, J. J. (2013). The Players They are A-Changin': The Rise of Older
doi:10.1080/08838151.2013.787077
Dickey, M. (2007). Game design and learning: a conjectural analysis of how massively multiple
Eseryel, D., Law, V., Ifenthaler, D., Xun, G., & Miller, R. (2014). An Investigation of the
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a51a-f665b3843d43%40sessionmgr4002&hid=4105
PERCEPTIONS OF POST-SECONDARY PROBLEM-SOLVING 9
Granic, I. (2013, November 25). Video Games Play May Provide Learning, Health, Social
2013/11/video-games.aspx
Hart Research Associates. (2015, January 20). Falling Short? College Learning and Career
Success: Selected Findings from Online Surveys of Employers and College Students.
Higher Education Academy. (2015). Gamification and Games-Based Learning: How does Game-
enhancement/starter-tools/gamification-and-games-based-learning
Hovious, A. S., & Van Eck, R. N. (2015). Digital Games for 21st-Century Learning. Teacher
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Potential and Limitations. Educational Technology & Society, 8 (1), 17-27. Retrieved from
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McCreery, M. P., Schrader, P. G., & Krach, S. K. (2011). Navigating Massively Multiplayer
Online Games: Evaluating 21st Century Skills for Learning within Virtual
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Melissourgos, A., Paraskeva, F., & Mysirlaki, S. (2016). MMORPGs in the Educational Process:
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Nugent, A. (2013). Using Massively Multiplayer Online Role Playing Games in Education.
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Paraskeva, F., Mysirlaki, S., & Papagianni, A. (2010). Multiplayer online games as educational
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http://www.ucdoer.ie/index.php/Education_Theory/Constructivism_and_Social_
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Constructivism
Voulgari, I., Komis, V., & Sampson, D. (2014). Learning Outcomes and Processes in Massively
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Yee, N. (2006). The Labor of Fun: How Video Games Blur the Boundaries of Work and Play in
Methods (1.5
pages) 16
points
3
Research
1
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PERCEPTIONS OF POST-SECONDARY PROBLEM-SOLVING
15
procedures questions
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3 points
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2 points
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Criteria:
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Clarity
poor use of clear and of English
PERCEPTIONS OF POST-SECONDARY PROBLEM-SOLVING
16