I am here trying to explain in my own words how people exactly ‘learn’ from participating in the MMOG (Massively Multiplayer Online Games) environment after reading the research paper of Steinkuehler in 2004.
The first reflection I would like to make is from the no.1 learning principle of Gee (2004), ‘Active, Critical Learning Principle’. Players “have to play to learn,¨ (Turkle, 1995, p. 70) Once the players choose to enter the virtual world, there is no longer obligation to force the players to learn. However, I still believe that a certain degree of engagement is still required for this informal learning in order to keep immerse in the virtual world. It is relative easy to access the MMOG world, and it is much easier for the players to quit playing it.
The second reflection from me is learning social practice through others. The players have to play and learn from others if they want “to develop genuine expertise.”(Steinkuehler, 2004, p.527) Taking myself as example, I have been used to be a solo online player even in an online environment of MMOG. I can still discover the virtual world quite well. Admittedly, I can learn faster through being coached by senior players. It brings the no.16 learning principle of Gee (2004) to me, ‘Mltiple Rotes Principle Depending on the learning styles the players have, they can choose alternative styles to make progress in the game.
Apart from that, I still believe that the interpersonal relationship building is a significant issue in MMOG environment. Turkle (1995) also mentions that the excitement of the game comes from having personal relationship and being part emerging politics and activities in community. Moreover, according to the no.22 learning principle of Gee (2004), ‘Intuitive Knowledge Principle’, some intuitive or tacit knowledge is often shared in an affinity group, which means you can easily learn from experienced players. Take the apprenticeship in the ‘LINEAGE’ as an example in MMOGs, Steinkuehler (2004) indicates that by modeling successful performance, key material, social, and contextual aspects that are crucial for learning are identified, and opportunity for practice and immediate feedback are allowed.
In this case, not only the social practice is constructed and learned from the players and their tutors but also the no.27 learning principle of Gee (2004) is brought out, ‘Explicit information On-Demand and Just-in-Time Principle’, the leaning can be applied and the feedback can be received both immediately. I believe that this principal makes enormous contribution to learning when applying learning and teaching to CBL(Computer-Based Learning) or CAL(Computer-Assisted Learning) environment.
References:
Gee, J (2004) What Video Games Have To Teach Us About Learning And Literacy, New York ; Basingstoke : Palgrave Macmillan
Steinkuehler, C. A. (2004) Learning in massively multiplayer online games, In Y. B. Kafai, W. A. Sandoval, N. Enyedy, A. S. Nixon, & F. Herrera (Eds.), Proceedings of the Sixth International Conference of the Learning Sciences (pp. 521-528) Mahwah, NJ: Erlbaum.
Turkle, S. (1995) Life on the screen: Identity in the age of the Internet, New York: Touchstone.
Keywords: 36 learning principals, MMOG