Learning Technology Theoretical Description

16 take to learn a set of knowledge or skills as cited in McClarty et al., 2012, p.11. There are learning progressions in every game that students play. Every game has its characteristic which is different from other games. However, Kiili 2005 describes that to maximize the engagement of learners, games should present players with challenges that are matched with their ability as cited in McClarty et al., 2012, p.12. Based on Squire 2002, games can be the best couple with effective pedagogy as cited in McClarty et al., 2012, p.13. Games will not replace teachers and classrooms, but they might replace some textbooks and laboratories Steinkueler, Chmiel, 2006; as cited in McClarty et al., 2012, p.13. Students always expect that their learning would be fun. Warschauer and Healey 1998 state that in language teaching, games have often been used to simulate motivation and authentic communicative practices, as games have been conceptualized as “the fun factor” of language learning. Besides that, games can make a person to play a virtual role Gee, 2005. Based on Barab, Arici, and Jackson 2005, “students are also more engaged when a narrative story is present within the games” as cited in McClarty et al., 2012, p.14. Those are the factors that make games present more engagement for learners. Games teach 21 st century skills to students. According to Gee and Shaffer 2010, p.3 : Games require the kind of thinking that we need in the 21 st Century because they use actual learning as the basis for assessment. They test not only current knowledge and skills, but also preparation for future learning. They measure 21 st Century skills like collaboration, innovation, production, and design by tracking many different kinds of information about a student, over time as cited in McClarty et al., 2012, p.16. 17 There are some aspects which are important in 21 st century skills like problem- solving, procedural thinking, and collaboration that can be got from games Johnson et al., 2011, as cited in McClarty et al., 2012, p.16. Gee 2005 states that researchers have suggested that video games simulated authentic learning experiences as cited in Kong, Masaki, Ackerman, Borengasser, Leong, 2010, p.159. Games can provide students an environment for demonstrate strategic and critical thinking and others McClarty et al., 2012. Besides that, McClarty et al.2012 define that “games can give students opportunities for authentic and appropriate knowledge representation of complex ideas ” p.18. There are some types of online games like arcade games, board games, massively-multiplayer role play online games, and others. Arcade games are games like Pac Man, and Pinball machine. Board games are games like casino or monopoly. Massively-Multiplayer Role Play Online Games are at present one of the most popular online games. World of Warcraft, Star Wars, Ragnarok, and others are included in this type of online games. The research will focus on Massively-Multiplayer Role Play Online Games MMRPOGs.

5. Massively-Multiplayer Online Role Play Games

Massively Multiplayer Online Role Play Games as known as MMORPGs and Massively-Multiplayer Online Games MMOGs are new classes of Multi User Domains MUDs online environments where multiple users can interact with each other and achieve structured goals Yee, 2006. It is supported with the theory of Peterson 2011 that the development of MMORPGs was influenced by