Abstract: Current technological advances pale in comparison to the changes in social behaviors and 'sense of place' that is being empowered since the Internet made it on the scene. Today-s students view the Internet as both a source of entertainment and an educational tool. The development of virtual environments is a conceptual framework that needs to be addressed by educators and it is important that they become familiar with who these virtual learners are and how they are motivated to learn. Massively multiplayer online role playing games (MMORPGs), if well designed, could become the vehicle of choice to deliver learning content. We suggest that these games, in order to accomplish these goals, must begin with well-established instructional design principles that are co-aligned with established principles of video game design. And have the opportunity to provide an instructional model of significant prescriptive power. The authors believe that game designers need to take advantage of the natural motivation player-learners have for playing games by developing them in such a way so as to promote, intrinsic motivation, content learning, transfer of knowledge, and naturalization.
Abstract: Because today-s media centric students have adopted
digital as their native form of communication, teachers are having
increasingly difficult time motivating reluctant readers to read and
write. Our research has shown these text-averse individuals can learn
to understand the importance of reading and writing if the instruction
is based on digital narratives. While these students are naturally
attracted to story, they are better at consuming them than creating
them. Therefore, any intervention that utilizes story as its basis needs
to include instruction on the elements of story making. This paper
presents a series of digitally-based tools to identify potential
weaknesses of visually impaired visual learners and to help motivate
these and other media-centric students to select and complete books
that are assigned to them