Cabal Online: A Unique Approach to Learning for Year 6 Students

Introduction:
Cabal Online, a Massively Multiplayer Online Role-Playing Game (MMORPG), transcends the conventional gaming experience by fostering a sense of community. In this virtual realm, players embark on a journey to create and evolve their characters, protecting their reputation as they traverse the game’s expansive landscape. This article explores the rationale behind introducing Cabal Online to year 6 students, outlining specific learning objectives and strategies to enhance their educational experience.

Learning Objectives:

  • Pupils will be able to upgrade to level 20 within a week, investing 10 hours in gameplay.
  • Pupils will create their own in-game gang and successfully defeat at least two other gangs.
  • Pupils will recruit three new users from overseas into their gang within the allotted 10 hours.

Achieving Learning Objective (1):

To attain the first learning objective, each student must create an individual account and design their online character, choosing from various races such as swordsman, wizard, blader, and more. Once characters are established, students embark on gaining experience through creature battles and mission completions. Forming parties enhances the leveling process, as stronger players can assist their weaker counterparts.

Achieving Learning Objective (2):

Upon reaching level 20, students can form in-game gangs, allowing them to collaborate with peers. The teacher can assume the role of gang leader, with students serving as subordinates. Gangs can engage in virtual wars with other groups, emphasizing teamwork and strategic thinking. Victories in these conflicts yield experience points, in-game currency, and increased notoriety. To ensure success in battles, students may need to acquire stronger weapons, involving financial considerations. Collecting dropped items from defeated creatures provides a source of income, as students sell these items to in-game merchants.

Achieving Learning Objective (3):

Interpersonal skills take center stage in Cabal Online. Students can interact with players globally, initiating conversations using the “ASL” (Age, Sex, Location) format. Establishing connections is pivotal for forming alliances or recruiting new gang members. To bring users on board, students must articulate the gang’s objectives and rules, ensuring mutual agreement for entry.

Conclusion:

Cabal Online, akin to renowned MMORPGs like World of Warcraft (WOW), offers a unique educational platform. Teachers play a crucial role in maintaining a safe gaming environment, ensuring that students not only interact within the game but also seek information to fulfill mission objectives and progress to higher levels. The multifaceted nature of this virtual realm integrates reading, listening, writing/typing, and thinking, with an added emphasis on teamwork. By leveraging the immersive qualities of Cabal Online, educators can create an engaging and educational experience that goes beyond traditional classroom settings.

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