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Using MMORPGs in Classrooms: Stories vs. Teachers as Sources of Motivation

Using MMORPGs in Classrooms: Stories vs. Teachers as Sources of Motivation

Mete Akcaoglu
ISBN13: 9781466628489|ISBN10: 1466628480|EISBN13: 9781466628496
DOI: 10.4018/978-1-4666-2848-9.ch002
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MLA

Akcaoglu, Mete. "Using MMORPGs in Classrooms: Stories vs. Teachers as Sources of Motivation." Cases on Digital Game-Based Learning: Methods, Models, and Strategies, edited by Youngkyun Baek and Nicola Whitton, IGI Global, 2013, pp. 15-24. https://doi.org/10.4018/978-1-4666-2848-9.ch002

APA

Akcaoglu, M. (2013). Using MMORPGs in Classrooms: Stories vs. Teachers as Sources of Motivation. In Y. Baek & N. Whitton (Eds.), Cases on Digital Game-Based Learning: Methods, Models, and Strategies (pp. 15-24). IGI Global. https://doi.org/10.4018/978-1-4666-2848-9.ch002

Chicago

Akcaoglu, Mete. "Using MMORPGs in Classrooms: Stories vs. Teachers as Sources of Motivation." In Cases on Digital Game-Based Learning: Methods, Models, and Strategies, edited by Youngkyun Baek and Nicola Whitton, 15-24. Hershey, PA: IGI Global, 2013. https://doi.org/10.4018/978-1-4666-2848-9.ch002

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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 (i.e., narratives) were missing from a game, the presence of some important classroom elements (i.e., teachers) helped replace them.

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