Learning in virtual worlds: Using communities of practice to explain how people learn from play

Authors: Oliver, Martin; Carr, Diane

Source: British Journal of Educational Technology, Volume 40, Number 3, May 2009 , pp. 444-457(14)

Publisher: Wiley-Blackwell

Buy & download fulltext article:

OR

Price: $48.00 plus tax (Refund Policy)

Abstract:

Although there is interest in the educational potential of online multiplayer games and virtual worlds, there is still little evidence to explain specifically what and how people learn from these environments. This paper addresses this issue by exploring the experiences of couples that play World of Warcraft together. Learning outcomes were identified (involving the management of ludic, social and material resources) along with learning processes, which followed Wenger's model of participation in Communities of Practice. Comparing this with existing literature suggests that productive comparisons can be drawn with the experiences of distance education students and the social pressures that affect their participation.

Document Type: Research article

DOI: http://dx.doi.org/10.1111/j.1467-8535.2009.00948.x

Affiliations: 1: London Knowledge Lab, Institute of Education, UK

Publication date: 2009-05-01

Related content

Tools

Key

Free Content
Free content
New Content
New content
Open Access Content
Open access content
Subscribed Content
Subscribed content
Free Trial Content
Free trial content

Text size:

A | A | A | A
Share this item with others: These icons link to social bookmarking sites where readers can share and discover new web pages. print icon Print this page