Massive Online Open Courses (MOOC) has produced the effect of a disruptive innovation in the field of Higher Education (HE). MOOCs open the HE courses to a global audience with an open approach, allowing a massive number of students to enroll in the MOOCs. Although the main MOOC systems use traditional pedagogical methodologies, we can explore the opportunity to merge MOOCs and Massive Multi-player Online Games (MMOG). MMOG is a popular game genre that is capable of supporting massive number of players in a “persistent social and material worlds, loosely structured by open ended (fantasy) narratives” (Steinkuehler, 2004, p.521). The popularity of the MMOGs, their engaging gameplay and their social interaction opportunities has been started to be exploited for educational purposes, promoting, on the one hand, the use of the existing MMOG such Everquest and Second Life in educational settings (Delwiche, 2006), and on the other hand, the emergence of new MMOGs designed for educational purposes, that we can call Massive Multi-player Online Serious Games (MMOSG).
Gala