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Tutorial

 "Teaching Social Sciences in Virtual Worlds"

By
Dana R. Herrera and András Margitay-Becht, Saint Mary's College of California, USA

 


Bio:

Dana R. Herrera, Ph.D, is currently an Associate Professor at Saint Mary’s College
of California. Dr. Herrera teaches courses in cultural and biological anthropology.
She has conducted research studies in the Philippines, United States, and Hungary.
Her current scholarly interests include Game Studies, Filipino immigration, and the
life histories of people who are the first in their family to attend college.

One of her latest publications, "Fun is Learning: A Case Study of Gaming as
Education in Virtual Worlds," is featured in the international "Learning in
Higher Education" anthology (Copenhagen Business School Press, 2008).

András Margitay-Becht is currently a faculty member in School of Economics and Business Administration at Saint Mary's College of California. Holding master’s degrees
in finance, stochastic methods and computer science and a doctorate in economics,
he focuses on agent-based simulation of economic development and the international financial aiding process. His primary research is on incorporating sociological, anthropological and political effects into economic simulations, while his alternate research examines ludology and its influence on education and corporate management.


 

Abstract:

"Over the course of the last decade virtual worlds moved from cutting-edge new technology to a well- known
social phenomenon, in which over 100 million people take part worldwide. As professors of social science the authors
have noticed that using examples based on these virtual realities greatly increases the understanding and
knowledge/skills retention of students. Based on this experience the authors devised a series of courses (held in
2008, 2009 and scheduled for 2011) that utilized the virtual environments of World of Warcraft, Second Life and
Hellgate: London to teach students about Cultural Anthropology, Economics, Finance, Business Administration,
Computer Science and Functional Analysis.

The authors propose an educational tutorial session based on the above courses and related research project. The
tutorial begins with a short introduction to a virtual world, including the role and functionality of avatars and
basic navigation. A more thorough introduction to the social phenomena will then follow (chat channels, emoticons,
guilds, parties), including a discussion of how specific attributes of the world to support socializing (character looks,
vanity items, mounts, pets etc.). The majority of the presentation will feature an interactive discussion of how a
class is held in such an environment and how the parallels between real world and virtual world features can be used
to access social science material.

 

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