Summary: | 碩士 === 靜宜大學 === 資訊管理學系研究所 === 98 === As online games start to spread into our society, we observed that students tend to be willing to spend time learning and researching game mechanics for in game rewards such as getting better gears and defeating bosses. These efforts include searching for gaming strategies, reading game forums, discussing with other players and cooperate in games, etc. Because of the attraction that games have on students, we would like to analyze the learning capabilities and possibilities of normal student cooperation groups and student groups in MMORPG societies in order for teachers to use these technologies as a teaching platform.
For normal student cooperation groups, the research is mostly documentary in this research. On the other hand, for the groups in game, we carry out the experiment through official strategies, open ended question surveys, and the hands on experiment of researchers for closer observations. By analyzing the data and objectively cumulating experiences, we set definition and scales on the behaviors in game. Finally we compared the data to construct a solid solution.
As for the results: leadership can be learned through being the tank and the marking role; and the healers are responsible for supplies and backups. Damage dealers need to not only do the basic job of dishing out massive damage, but also pay attention to orders, perform designated crowd control, and watch the threat of the tank, which are all parts of maintaining the quest. All the abilities are required for a group. When the players are in a certain role, they need to learn and perform their responsible abilities accordingly and accurately in order for the group to proceed. Therefore, we can train students to cooperate by letting them group up in game, and have them cooperate better in the future.
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