Using MMORPGs in classrooms: Stories vs. teachers as sources of motivation

Abstract

This case deals with the problem of decision making in allocating resources during an educational game-development process. In educational games, unlike commercial games, there is an added focus on creating learning content, shifting the balance between learning and fun to a degree where essential game elements might be excluded from these games. In some cases, classroom settings, however, are filled with elements that can emulate the role of a missing element. As it was seen in this case, even when some important game elements (ie, narratives) were missing from a game, the presence of some important classroom elements (ie, teachers) helped replace them.

Publication
Cases on digital game-based learning: Methods, models, and strategies