In the November/December 2009 issue of T.H.E. Journal, Jennifer Demski explores the online role-playing world of a group of educators. Catherine Parsons, assistant superintendent for curriculum, instruction, and pupil personnel services for Pine Plains Central School District in New York State, founded a community of game players through World of Warcraft. Nearly 100 strong, this guild uses World of Warcraft to play a game, learn about video games and how to relate them to education, and to share ideas with other educators.
According to Demski, this gaming environment provides a number of advantages. Firstly, neworking through multi-player online role-playing games (MMORPG) allows members to network with colleagues in a world that is otherwise difficult to be social. Secondly, this environment creates a more relaxed setting compared to a conference or professional mixer via Second Life. Conversations about education may happen naturally rather than be forced. Thirdly, this game setting levels the playing field. A teacher who may be too intimidated to talk to a superintendent face-to-face may find bonding over a game much easier. Unless one already knows a person, the use of avatars allows people to be relatively unknown.
Married to a man who loves to play online games with his friends around the world, I can understand the appeal of playing a strategic games with friends while also be able to converse about what's going on in their lives. Recently, three of my husband's friends were married, and each one managed to play their game from various countries on their honeymoons. While the new wives were not too thrilled, I have come to understand that this is one way in which this group of guys can interact and have fun together while still being many miles apart. Even friends who served in Iraq managed to come online for their game when they could.
I can definitely see the potential in creating communities of educators, or students, to both play a problem-solving and strategic game while also learning from others. Ideally, software developers could design software that teaches students specific contents in such an interactive game format. Would this type of design appeal to more students? Would this draw in more boys than girls? How could this be designed to reach a broader audience?
Demski included some links on page 35 of her article:
Blizzard Entertainment
www.blizzard.com
Second Life
http://secondlife.com
Ventrilo
www.ventrilo.com
Warcrafter
www.warcrafter.com
World of Warcraft
www.worldofwarcraft.com
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