Volume 40, Issue 3 p. 444-457

Learning in virtual worlds: Using communities of practice to explain how people learn from play

Martin Oliver

Martin Oliver

London Knowledge Lab, Institute of Education, UK

Search for more papers by this author
Diane Carr

Diane Carr

London Knowledge Lab, Institute of Education, UK

Search for more papers by this author
First published: 15 April 2009
Citations: 65
Martin Oliver is a reader at the London Knowledge Lab in the Institute of Education, University of London. He also edits the journal Learning, Media and Technology. His research interests include the impact of new technology on roles and practices within higher education. Diane Carr is a lecturer in Media and Cultural Studies at the London Knowledge Lab, IoE, and recently directed the Eduserv-funded project ‘Learning from Online Worlds; Teaching in Second Life’. Her research interests include games, film, learning, subjectivity and representation. See http://playhouse.wordpress.com/ for more information. Martin Oliver, London Knowledge Lab, Institute of Education, 23-29 Emerald Street, London, WC1N 3QS, UK. Email: [email protected]

Abstract

Although there is interest in the educational potential of online multiplayer games and virtual worlds, there is still little evidence to explain specifically what and how people learn from these environments. This paper addresses this issue by exploring the experiences of couples that play World of Warcraft together. Learning outcomes were identified (involving the management of ludic, social and material resources) along with learning processes, which followed Wenger's model of participation in Communities of Practice. Comparing this with existing literature suggests that productive comparisons can be drawn with the experiences of distance education students and the social pressures that affect their participation.