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.