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It Takes a Guild- Social Metacognition and Collaborative Creation of a Learning Organization: Massively Multiplayer Online Game
Abstract
Educators need to understand how virtual learning has advanced outside of institutional learning management systems and how people think, interact and perceive themselves in virtual spaces that are not tied to traditional learning. This chapter is a case study of an educator's gaming guild that explored virtual learning when transitioning from a social guild, which participated in casual raiding to embarking on progressive raiding. Guild leaders and members approached this progressive raiding as an opportunity to use their knowledge of learning strategies to develop the group's social metacognition. If educators want to transcend the limitations of learning management systems in predominantly text based courses, they need to understand and appreciate the identity and roles taken on by learners in virtual environments and the networked presence that takes place in organizations such as guilds. Guilds function as a learning organization that fosters identity development among members especially as data analytics are reviewed during collective and individual debriefing after raids.
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