My first two weeks were nothing more than trail and tribulations. I changed my character, three times, before finding the Avatar I connected with. Avatars have been defined by Peterson (2005) as ‘online manifestations of self in a virtual world, and are designed to enhance interaction in a virtual space’ (p. 30). According to Deuchar & Nodder (cited by Falloon, 2009 ) extends this by adding that avatars allow ‘the user to take on a visible persona’ (p. 1) within a virtual world, affording them ‘the opportunity to engage in surreal and imaginary experiences that transcend the actual world in which they live’ (Deuchar & Nodder, 2003: 1) . I felt as though my Avatar was an extension of me, hence when it came time to playing I was involved, I took good care of my character because in some ways I was taking care of myself.
My impressions of the game have changed, mainly because I recognize the value of playing the game from a student perspective and a general user perspective. Learning what you need to know is all based on communication. Being successful depended on your ability to communicate and build relationships. Initially I wanted to do everything on my own until I realize I needed help, at first my husband came online at the same time and we would play as a group but this was not working out, we needed other members to join the group. Due to schedule conflicts I was left to play alone, so I swallow my pride and starting asking random people, eventually I made friends, who were located in various states in the US. We setup a time to meet online, I shared my quest and we worked as a team to complete them. It was a great feeling on so many levels. First, I was accomplishing my guest, my teammates were teaching me strategies and general game play tactics, and taking me to different parts of the world. This experience was not very far from team work in the real world.
I did not play each night, as one of the team members worked on the weekend, so we would play during the week, perhaps four nights for 3 to 4 hours. After I reached level 20 I began playing with my other characters, Priest, and Horde (I was encouraged my one of my team members to try it). Crucial to leveling up was playing in the Dungeons. Often my role was to heal my teammates. It was great! I felt important because my role was crucial to their success although I was not in battle –the team depended on my abilities and quickness to heal them.
MMORPG for education and training – Let’s explore the possibilities:
Virtual worlds give users the ability
- to carry out tasks that could be difficult for them in the ‘real world’ due to constraints, including cost, scheduling or location;
- Virtual worlds’ persistence allows for continuing and growing social interactions, which can serve as a basis for collaborative education;
- Virtual worlds can adapt and grow to meet user needs. (Antonacci & et al, 2008: 3)
From my experience playing WOW, I see its use in promoting
- online community
- learner engagement – According to Foreman (cited by Falloon, 2009) ‘the multimedia capabilities of virtual learning environments cater for a range of learning preferences and styles, enhancing engagement and enabling learners to set their own pace and blend the range of audio, video, graphic and text-based resources to match their own informational needs’(Falloon, 2009:3)
- Tools (game strategies, goals, general play) for supporting cognitive development and effective communication.
References:
Antonacci, D. & Modaress, N. (2005). Second life: the educational possibilities of a massively
multiplayer virtual world (MMVW). In the proceedings of EDUCASE, Southwest Regional Conference. Austin, Texas.
Dalgarno, B., Lee, M., & Lee, M. (2010). What Are the Learning Affordances of 3-D Virtual Environments? British Journal of Educational Technology, 41(1), 10-32.
Falloon, G. (2010). Using Avatars and Virtual Environments in Learning: What Do They Have to Offer? British Journal of Educational Technology, 41(1), 108-122.