Why Games?: Use of Massively Multiplayer Online Games in English and Business Courses in Higher Education – Administrator and Faculty Perceptions

Why Games?: Use of Massively Multiplayer Online Games in English and Business Courses in Higher Education – Administrator and Faculty Perceptions

Copyright: © 2022 |Pages: 12
DOI: 10.4018/IJGBL.294011
OnDemand:
(Individual Articles)
Available
$37.50
No Current Special Offers
TOTAL SAVINGS: $37.50

Abstract

The Phenomenological study investigated the perceptions of 4 Community College administrators and 2 faculty, who experienced for the first time, the process of curricular modification using Massively Multiplayer Online Games or MMOs in their Business and English programs. Since administrators and faculty are key stakeholders of any initiative for technology integration in curricular modification, the study contributed to filling the gap in the literature regarding such stakeholder perceptions and added new insights regarding easy and affordable ways to successfully and effectively integrate MMOs within the curriculum in Higher Education disciplines.
Article Preview
Top

Introduction

Even though designed for entertainment, or perhaps because of it, Massively Multiplayer Online games or MMOs have been used selectively in higher education, as part of the drive for technology integration. MMOs are commercial games designed for entertainment wherein “events and actions are determined on the basis of a pre-generated storyline, and user experiences are characterized by special quests and various characters, while adhering to certain rules” (Koles & Nagy, 2014, p.290). However, the distinct mindsets and aptitudes of learners, administrators and faculty have created a unique set of challenges in the implementation of MMO fusion in curriculum (Dillenbourg & Jermann, 2010; Johnson et al, 2015; Lawless & Pellegrino, 2007; Prensky, 2001; Prensky, 2010). Given that administrators and faculty are two key stakeholders whose support is crucial for successful curricular reform and technology intervention projects (Alsubaie,2016. Duffy, 2015), it is crucial to understand the mindsets of such stakeholders to successfully strategize buy-ins from them. Oliver and Hyun’s (2011) case study data revealed how the institutional level, comprehensive curriculum review and reform process was “a collectively shared guiding vision that was co-constructed by the curriculum team, which was composed of both Faculty and administrators from the early stage of the process” (p.10). Additionally, they found that “The curriculum team collectively voiced that a higher education institution should embrace curriculum as a shared responsibility among Faculty and administration” (Oliver & Hyun, 2011, p.11). Understanding perspectives of such stakeholders may be an asset for higher education institutions in the context of initiatives involving technology integration in curriculum. The research question examined in this paper was focused on the use of MMOs in English and Business courses:

What were the perceptions of faculty and administrators regarding the use of Massively Multiple Online games in different disciplines and platforms in higher education curriculum?

Complete Article List

Search this Journal:
Reset
Volume 14: 1 Issue (2024)
Volume 13: 1 Issue (2023)
Volume 12: 4 Issues (2022): 1 Released, 3 Forthcoming
Volume 11: 4 Issues (2021)
Volume 10: 4 Issues (2020)
Volume 9: 4 Issues (2019)
Volume 8: 4 Issues (2018)
Volume 7: 4 Issues (2017)
Volume 6: 4 Issues (2016)
Volume 5: 4 Issues (2015)
Volume 4: 4 Issues (2014)
Volume 3: 4 Issues (2013)
Volume 2: 4 Issues (2012)
Volume 1: 4 Issues (2011)
View Complete Journal Contents Listing