Learning with the Lich King: Education in World of Warcraft
Lucas Gillispie · Peggy Sheehy · Craig Lawson
Wed., June 09, 5:00–7:00, Great Hall
“You mean there’s educational value in World of Warcraft?” Absolutely! In this session, Lucas Gillispie, Peggy Sheehy, and Craig Lawson will share their experiences with students and other educators in World of Warcraft (WoW). This session will present the journey of the Cognitive Dissonance Guild. Cognitive Dissonance (Sisters of Elune, Alliance) was chartered in December of 2007 as a group of educators exploring the concept of MMORPGs and their relationship to education. It has grown to a guild of colleagues and friends exploring the platform and experiencing the implications and applications to teaching and learning while having fun! We will then move into a hands–on introduction to WoW where participants will experience the game first–hand. The team will also share the design, implementation, and observations to date of their latest project, WoWinSchool, a collaborative project that targets at–risk students in an after–school program designed to build community, leadership, and students’ confidence in a variety of curricular areas using WoW. This session will close with discussion between the participants and teachers and students live in WoW.
References
Becker, K. (2006). Pedagogy in commercial video games. In D. Gibson, C. Aldrich & M. Prensky (Eds.), Games and simulations in online learning: Research and development frameworks. Hershey, PA: Idea Group Inc.
Clarke, J., & Dede, C. (2005). Making learning meaningful: An exploratory study of using multi-user environments (MUVEs) in middle school science. Paper presented at the American Educational Research Association Conference, Montreal, Canada.
Dede, C., Ketelhut, D. J., & Nelson, B. (2004). Design-based research on gender, class, race, and ethnicity in a multi-user virtual environment. Paper presented at the American Educational Research Association Conference, San Diego, CA.
Demski, J. (2009, Nov 9). The WoW Factor. T.H.E. Journal. Retrieved from http://thejournal.com/Articles/2009/11/09/Virtual-Communities.aspx
Gee, J. P. (2007). What video games have to teach us about learning and literacy (revised and updated edition.). New York: Palgrave Macmillan.
Gillispie, L., Sheehy, P., Lawson, C., & Brown, H. (2009, October 2). World of Warcraft in school wiki. Retrieved from http://wowinschool.pbworks.com/
Ketelhut, D. J., Dede, C., Clarke, J., & Nelson, B. (2006). A multi-user virtual environment for building higher order inquiry skills in science. Paper presented at the American Educational Research Association, San Francisco, CA.
Oblinger, D. G., & Oblinger, J. L. (2005). Educating the net generation. Retrieved from http://net.educause.edu/ir/library/pdf/pub7101.pdf.
Poiso, L. (2009, July 14). Learn to Game to Game to Learn. WoW Insider:15 Minutes of Fame. T.H.E. Journal. http://www.wow.com/2009/07/14/15-minutes-of-fame-learn-to-game-to-game-to-learn/.
Prensky, M. (2006). Don't bother me mom, I'm learning! : How computer and video games are preparing your kids for 21st century success and how you can help! (1st.). St. Paul, MN: Paragon House.
Reeves, B., & Malone, T. (2007). Leadership in games and at work: Implications for the enterprise of massively multiplayer online role-playing games. Palo Alto, California: Seriosity.
Reeves, B., Malone, T., & O'Driscoll, T. (2008, May). Leadership's online labs. Harvard Business Review, 58-66.
Rieber, L. P. (1996). Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games. Educational Technology Research & Development, 44(2), 43-58.
Shaffer, D. W. (2006). How computer games help children learn. New York: Palgrave Macmillan.
Squire, K. (2005). Changing the game: What happens when video games enter the classroom?. Retrieved from http://www.innovateonline.info/index.php?view=article&id=82&action=article
Steinkuehler, C. A. (2008). Cognition and literacy in massively multiplayer online games. In J. Coiro, M. Knobel, C. Lankshear, & D. J. Leu (Eds.) Handbook of Research on New Literacies. Mahwah, NJ: Routledge.
Steinkuehler, C. A., & Duncan, S. (2008). Scientific habits of mind in virtual worlds. Journal of Science Education and Technology, 17(6), 530-543.
Vogel, J. J., Vogel, D. S., Cannon-Bowers, J., Bowers, C., Muse, K., & Wright, M. (2006). Computer gaming and interactive simulations for learning: A meta-analysis. Journal of Educational Computing Research, 34(3), 229-243.
Yazzie-Mintz, E. (2006). Voices of students on engagement: A report on the 2006 high school survey of student engagement. Indiana University School of Education Bloomington. Retrieved from http://ceep.indiana.edu/hssse/pdf/HSSSE_2006_Report.pdf
