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Taxonomy Term : Interaction

Online Chats and Cyber-Office Hours: Everything but the Office

Abstract

This study addressed the implications of delivering weekly, interactive, web-based lectures and web-based cyber-office hours to college students enrolled in an advanced, undergraduate course. These web-based lectures and office hours were available to all enrolled students (240), providing them the opportunity to meet, at the same time, at a particular location in cyberspace from any location with internet access. Data collected represent seven, consecutive semesters and support the correlation between the frequency of student's web-based lecture and cyber-office hour attendance, and objective course outcomes such as quiz scores and final course point total.
Keywords

Using Massively Multiplayer Online Role‐Playing Games for Online Learning

Abstract

This article addresses the use of a massively multiplayer online role-playing game (MMORPG) to foster communication and interaction and to facilitate cooperative learning in an online course.
The authors delineate the definition and history of massively multiplayer online games (MMOGs),
and describe current uses of MMORPGs in education, including their experiences with constructing
and using the MMORPG Second Life. In addition, the authors detail with practical examples
the process of using MMORPGs to support cooperative learning activities, and explore future uses
and research questions for using MMORPGs in education and training.


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Latest updated: 23th July 2013

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