Koptur, Evren. Transferable Learning Skills of an MMORPG: A World of Warcraft Quest
Koptur, Evren. Transferable Learning Skills of an MMORPG: A World of Warcraft Quest, ProQuest Dissertations Publishing, 2016. https://etd.ohiolink.edu/pg_10?0::NO:10:P10_ACCESSION_NUM:kent1459175932
The basis of this study was focused entirely on the MMORPG World of Warcraft, and the “potential of transferable learning skills gained or improved by playing WoW to real life” (p. ii). This study was focused on “four different learning categories: experiential learning, collaborative learning, leadership, and autonomous learning respectively through playing WoW” (p. ii). Results of this study indicate that these four categories of learning do occur in the game, and participants “perceived [these skills/learning] to be transferable to real life in varying degrees” (p.ii). The author notes that further research is needed in every single aspect of this project.
This study got its data from 258 online survey participants. The survey was broken into the four categories mentioned above, and “[a]t the end of each category, the participants were asked to elaborate on a comment question associated with its category”(p. ii), additionally each participant participated in two interviews.
There are some concerns about the reliability of this research. Not only is the data organized in a hindering fashion, the ways in which the data was collected may affect the research greatly and may mess with the validity of the research as well. For example, demographics on and online were not taken into account, nor did the author take into account who might be attracted to take the study and how that may skew the data.
The basis of this study was focused entirely on the MMORPG World of Warcraft, and the “potential of transferable learning skills gained or improved by playing WoW to real life” (p. ii). This study was focused on “four different learning categories: experiential learning, collaborative learning, leadership, and autonomous learning respectively through playing WoW” (p. ii). Results of this study indicate that these four categories of learning do occur in the game, and participants “perceived [these skills/learning] to be transferable to real life in varying degrees” (p.ii). The author notes that further research is needed in every single aspect of this project.
This study got its data from 258 online survey participants. The survey was broken into the four categories mentioned above, and “[a]t the end of each category, the participants were asked to elaborate on a comment question associated with its category”(p. ii), additionally each participant participated in two interviews.
There are some concerns about the reliability of this research. Not only is the data organized in a hindering fashion, the ways in which the data was collected may affect the research greatly and may mess with the validity of the research as well. For example, demographics on and online were not taken into account, nor did the author take into account who might be attracted to take the study and how that may skew the data.
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