OverviewTechnology

Alexander, Bryan (2008)

Deepening the Chasm: Web 2.0, Gaming, and Course Management Systems

Academy of Management Learning and Education, Vol. 4, No. 2, pp. 198–204

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Review by: Haberer, Monika (2008-12-09)

Bryan Alexander’s article traces the different lines of development that the use of online tools in the academic and the non-academic world has taken in recent years. It approaches the question of how to combine the traditional way of teaching via the web, i. e. making use of Learning Management Systems, and alternative ways provided by Web 2.0 and gaming applications.

In the introductory part of the article, the author gives a general overview of the three aspects he considers: By referring to user statistics he accounts for the dynamics of the use of Web 2.0 tools such as blogs, social platforms etc. He also presents the actual state of development in the computer gaming area including the increasing diversification of different types of games and the demographic broadening of the computer game user base. While both areas have already been integrated in the educational context – in research (cf. game studies) as well as in practical teaching (course blogging, profcasting etc.) – the traditional way to organise and create web-based teaching via Learning Management Systems has largely remained unaffected by these developments: the conceptual architecture of LMS, for instance, which is open to a restricted community only, differs to a high degree from the social network concept inherent in Web 2.0 tools. Taking this analysis as a starting point, the author suggests a number of possible solutions and already existing ways to bridge this gap in both areas.

With regard to the approach of LMS and Web 2.0 tools, three alternatives are considered to be relevant: