Archive for May, 2007

Scott Wilson: Using student-owned technologies in educational ict

Thursday, May 24th, 2007

Here’s an interesting article on PLEs from Scott Wilson. As you would expect from someone who was a core member of the CETIS team that looked into PLEs for JISC, and the person who originated the ubiquitous future VLE, it contains a lot of the ideas that have informed our thinking on Isthmus. However the comment that intrigued me, which I have not seen so explicitly elsewhere was

“On a more basic level, the use of commercial third-party services has risks, such as a change in charging, or even services disappearing completely, and so there could be a role for universities in offering a free secure archiving service to that students would never lose access to things they have published. It is also increasingly on the agenda of universities to make access to basic administrative processes and information available through multiple channels and devices, such as using mobile phones, iPod, and RSS feeds.”

These are all things we are looking into for Isthmus – we’re drafting the survey at the moment so it will be interesting to see what our (admittedly non-standard) students make of these sorts of ideas.

Isthmus project update – 22 May

Tuesday, May 22nd, 2007

The last couple of weeks have seen a significant increase in the outputs from the Isthmus project with work falling into the following broad categories:

Initial research
A mini-literature review was carried out and some research questions agreed which would serve as a backbone/reference point for developing the questionnaire.

Questionnaire
This is the first part of the student-centred research of the project, so a significant amount of work has been put into drafting and polishing the questionnaire to try to ensure that we get useful research data from it. This work has overlapped with the questionnaire design for the Thema project, so we have been able to consider, compare and contrast different approaches as part of the process. It also draws on the research carried out as part of the Spire project: Some real data on Web 2.0 use

Technological research
We have been looking at several different pieces of technology:

  • The new Netvibes UWA (Universal Widget A?) which allows people to create widgets that can be delivered through any homepage, website, desktop, etc.
  • The RSS feed functionality in Moodle, a posting about which can be found here: Reuse or Recreate
  • We’ve also spent some time looking into Second Life and Flickr.

Isthmus project background

Tuesday, May 22nd, 2007

‘Isthmus: Linking the personal and institutional in learning technologies’ is a JISC-funded project in the E-learning capital programme, Call III, which aims to provide a link between user-owned technologies and those offered by (tertiary) educational institutions.

We held a kick-off meeting in early March attended by all of the project team where we discussed different approaches to surveying student use of technologies, and considered each team member’s contribution to the tasks ahead.

After the meeting we set up a website, including a wiki, so that we had a collaborative space to work in, for what is quite a disparate team. Managing project communications and continued participation is going to be a major challenge for this project, so we will need to make sure that we are using the appropriate tools for the job.

It seems rather self-reflexive that a project researching the use of Web2.0 technologies among students should, at the same time, keep a keen eye on which tools we are being used to run the project itself and to re-evaluate these tools as necessary. I think it’s a positive approach to take!

Everyone in the project team has access to the TALL blog so that any interesting thoughts related to the project can be shared with the wider community, along with regular project updates.

Reuse or Recreate

Friday, May 18th, 2007

As part of the Isthmus project I have started to investigate simple ways to offer forums from the Moodle VLE into Netvibes and iGoogle. This seemed simple enough, switch on the RSS feed for a Moodle forum, grab the feed into either a new widget or into an existing widget. Of course, like a lot of things that seem easy at first, it turns out to be a lot trickier that it should!

At first I thought it was me, I’m relatively new to Moodle so was happy to believe that I hadn’t switched something on correctly, but the more I investigated the more I realised that it wasn’t me, it was Moodle 1.8 and the RSS feed. I discussed my findings with some of my colleagues, who, unbeknown to me, had already tried to get an RSS feed of Moodle 1.7 blogs – with no luck. Then I started to think well it’s relatively new, maybe someone in the open source community of Moodle had accidentally broken the functionality while trying to develop new technology – I’ve seen it happen with my own work, even though I know what it does!

I believe now would be a very good time for the Moodle community to take a step back and ask itself why are we trying to recreate technologies rather than reuse very good open source products that are already available, thus allowing time and effort to be spent on new functionality that doesn’t exist!

As you may know, the argument of Recreate or Reuse is part of the ethos of the Isthmus project and for me it cements the belief that it makes a lot more sense for ‘institutions’ (and I’m including Moodle in that) to try, where possible, to reuse technologies and to do so in a less formal way.

PLE Classification and Market Segmentation

Thursday, May 17th, 2007

Another post that touches on the ways we classify PLEs. Once the research we are doing into isthmus comes in I think it will be worth revisiting these and deciding whether the solution we decide to implement makes sense by these metrics.

Free software + MTV = better elections?

Tuesday, May 15th, 2007

There’s a whole raft of issues involved with having fair elections, but Mako Hill is doing impressive things with his RubyVote Election Methods Library (and it’s web-based interface Selectricity) – like hooking up with MTV.

This could be great for two big reasons:

  1. Trustworthy election software (Diebold is a good counter example). Mako doesn’t seem too bothered about governments using RubyVote for “important” elections, but the tendency for good quality open source to be picked up and used may be a factor.
  2. Increasing buy-in to elections:

    “One of the big arguments against preferential voting, or new voting technologies, is the fear that they would disenfranchise the average person who doesn’t yet understand how they work. Certainly, making all voting technologies open source is critical, but the issue of familiarity is worth considering. We’re hoping that MTV — and eventually American Idol — will move their voting over to Selectricity, allowing it to work as both a technical tool but also pedagogically, training future voters.”

    – Chris Csikszentmihályi

The dangers of popularity in online communities

Tuesday, May 15th, 2007

An interesting article about MySpace spam on The Register.

“In the beginning, MySpace was a place to meet new friends and get to know old ones even better by browsing their journals, photos and network of chums.

But soon, Viagra marketers, pedophiles and hackers latched onto MySpace and rendered it as ineffective as most other net-based public forums.”

Some MySpace groups have practically been killed off by spammers – and as we increasingly use websites and third-party web services in education, we have to consider how vulnerable online websites and communities can be.

In mitigation of the danger, MySpace is a big target, and I’m sure that it could do a lot more to improve the situation*, so it’s not the end of the online learning world – but do we need contingency plans to cope with one’s VLE being attacked? Do you have them already?

* MySpace rant unrelated to the security issues in the article: I really hate MySpace – the navigation makes no sense; I’ve told it I don’t want music to play automatically, yet it still does; you get the idea. As I’ve said elsewhere, the only good thing about it is that lots of people know about it, so it can serve as a crude search tool.

Dave’s top 10 musings on the encouragement of community in Multi-User Virtual Environments.

Monday, May 14th, 2007

So, if you are interested in building a ‘community of learners’ in or around an MUVE rather than simply diving in, doing a set activity and then leaving this may be of interest. What I am exploring here is what it takes to move from an institutionally prescribed network of individuals, such as a cohort, to a community with members. This is the difference between being involved and feeling a sense of ‘belonging’.

What we have to consider is that a community is a social entity that exists within a culture. The elements that need to be in place to encourage a community to form and thrive are a hybrid of the social and the practical or in our case, the social and the technological. It’s not easy to separate these notions and as such some of the points below can be engineered in the facilitation of a community and some have to be driven by the community itself.

I have constructed the following points after considering the manner in which community is fostered in World of Warcraft (WoW), both by the form of the game itself and by the players. WoW is a good example of a working through of the challenges faced by those of us interested in encouraging communities in MUVEs.

Separating the ideas below into 10 points is a convenient simplification. In reality the notions tend to flow into one another and may call for a daunting Venn diagram at some point.

1. There should be shared or mutually supported goals.
These goals could be wide ranging and interdependent, including the social, personal, educational etc. Clearly, any community needs some basic underpinning goals bring members together with a sense of purpose. These act as a benchmark for progression and can help roles to emerge. This purpose of these goals could be highly focused as in the case of learning a specific skill or more nebulous, for example, having fun. Ultimately these goals should be best achieved or approached by collaborative means.

2. Members need to be able to control the presentation of their identity.
This could be a ‘genuine’ presentation of your real life identity or a version of your ‘professional’ identity. It could also be a fantasy identity wrapped up in a complex role play scenario. The important factor is that the technology needs to give the community member the ability to define their identity in a form that suits them. It shouldn’t be prescriptive for example providing a template for a ‘student’ profile. This is likely to restrict the vitality of a community.

3. There has to be a smooth learning curve.
These environments are complex, including multiple modes of participation and levels of interactivity. The social norms in an environment are often implicit and can only be learned initially by observation. The environment needs to have a number of simple structured tasks that beginners can engage with and make mistakes / discoveries in private before entering into more public areas. In the case of WoW the user interface options builds as the individual progresses through increasingly challenging tasks or quests. These quests start as challenges for a single player and gradually become more complex, requiring collaborative groups. This continues until the top levels of the game which require groups of 25 to achieve certain goals.

4. The MUVE should be part of a larger ecology of services.
No successful virtual environment exists without supporting services such as an associated website. These websites often give a back-story or rational to the environment. They set the scene and hint at appropriate uses / behaviour within the environment in question. They can also act as a reference point or a location to manage groups and events. In the case of elearning the MUVE will probably need to be supported by a virtual learning environment or some other form of group management system. The ‘guilds’ which are communities that form around WoW always have a home site. It is usually based round a discussion forum and news / events system. Many guild members would consider these sites rather then the game itself to be their ‘home’. The MUVE is just part of a larger landscape of tools and should not be considered in isolation. It is also worth noting that MUVEs tend themselves to be a collection of services including, text chat, search, instant messaging, object repositories, VOIP etc. The 3D presence of avatars is only one aspect of the MUVE and the way in which members of a community appropriate the other services within the environment can’t be easily predicted or guided. No community survives in a single tool or service. Often email actually underpins the interpersonal relationships in even the most sophisticated of MUVEs or social networking sites.

5. There should be flexible grouping systems.
Any healthy community will facilitate a range of events that involve the whole community right through to allowing private one-to-one conversations. Communities tend to contain multiple sub-groups or overlapping ‘communities of practice’. The MUVE and associated services should allow members to easily create and disband groups of different sizes. The rational for these groups will vary from the organisational / institutional to the social / private. A system that only allows formal, visible groups will not encourage a ‘ground-up’ flow of information and will reduce the opportunity for socialising. This form of sub-group socialising is one of the most important factors in an online community giving members a sense of belonging.

6. Members need to feel a sense of ownership.
This ownership could be of objects, ideas, skills, identity, role etc. This is why it is essential to have a persistent presence in the environment. The artefact or concept could be individually or collectively owned, it should also be possible to trade certain items in a bartering, monetary, intellectual, or social economy. Some artefacts will have a relatively fixed value while others will loose value over time, such as certain skills / knowledge. This erosion of value over time can be one of the prime motivators for frequently engaging with a community.

7. There should be an opportunity for roles to emerge.
The notion of role is closely related to that of identity and group. Members of a community are not equal in power or responsibility. Members are comfortable being part of a hierarchy of roles. This hierarchy is likely to be more subtle than classic corporate structures it may be relatively ‘flat’ but whether it’s explicit or implicit a community will have an understanding of the differing roles played by its members. With roles, as with group structures, there is a clear distinction between those ascribed institutionally and those acquired or built socially. For example, in WoW each player chooses a fantasy role from a list prescribed by the game i.e. dwarf, elf, healer etc. These roles come with certain skills and a back story and therefore help the player to find their place within the grand narrative of the environment. If the player engages with others in the environment then social roles may emerge which go beyond the initially prescribed role. These may be based on skill, reliability, trustworthiness, sense of fun, leadership qualities, pastoral qualities etc. They might build on the institutionally prescribed role or diverge from it. The overall point here is that members need to play a role within a community whether true to themselves or fantasy. They also need to feel that they can change their role or reshape it if necessary. In WoW and in many MUVEs this is often achieved by members owning multiple alternative characters or avatars. This clarity in individual roles but fluidity to move between roles within a community is a powerful aspect of virtual social environments and is in contrast to many real life communities.

8. There has to be frequent opportunities to generate and exchange capital.
I use the term capital in a broad sense i.e social, economic, cultural, intellectual and practical / skills. If the environment does not allow a free exchange of capital then that capital rapidly looses its value and can be challenging to generate. The MUVE and games like WoW are very effective at generating and communicating / exchanging all five types of capital mentioned above. The services that make-up an MUVE such as Second Life are carefully designed to create opportunities to generate and exchange capital. In this sense a community could be seen as a social phenomenon designed to appropriate and further these opportunities. Many environments fail because they are too restrictive and stifle the flow of capital or are too prescriptive in the provision of channels for capital.

9. There should be a combination of structured and ‘free’ activities.
The ‘authority’ (and there always is one) should provide a number of structured activities. In WoW these are the quests which are discrete goal orientated activities that give a sense of focus and progression to the game. They also help to reinforce notions of role and identity, encourage collaboration and give a sense of a shared experience. All healthy communities engage in structured activities which relate to their overall goals. Often these activities lead to some form of socially recognised and visible symbol or reward such as, attaining a higher level, receiving a new piece of kit to wear or placing the letters ‘D’ and ‘r’ in front of a members name. These symbols may only have meaning within a single community or there meaning might extend out into a larger society. The environment should also allow or facilitate informal or unstructured activities. These activities are likely to help the formation of new peer / interest groups and can be a good opportunity to take a break from the more public requirements of community membership.

10. Members need to feel they have influence within their community and over their environment.
Members want to feel they can create and destroy aspects of the environment and that their presence influences the flow of activities, ideas and thinking within the community. This concept is interwoven with that of role, especially in relation to mentoring which is a crucial mechanism within a community. If a member does not feel they have the influence they deserve relative to the investment they have made in a given community then they are likely to disengage. Sometimes this problem can be corporate and effect an entire environment. Many of the disputes between the members of WoW or Second Life arise when the authority in question reduces members influence over the environment or their roles. Often the mere visibility of an action taken by the authority reminds members that they do not have total freewill. This can lead to a reduction in members wiliness to buy into or even ‘believe’ in the environment and therefore reduces their sense of belonging.

How do you personalise?

Monday, May 14th, 2007

I have just read a very interesting post by Josie Fraser (always a good read) who has a great diagram which points up some of the implicit assumptions people make about PLEs without realising they are talking about completely different things. I think we need to clarify where Isthmus fits in this grid …as we may find some of our assumptions are not the same.

Of course not that Isthmus is necessarily trying to build a PLE…

Departmental website usage analysis

Thursday, May 10th, 2007

Since launching the Department for Continuing Education’s new website (www.conted.ox.ac.uk) TALL have been looking for ways to improve both the functionality and design of the site. Individuals within the department have chipped in with a number of good ideas, all of which have been thrown into a large melting pot. However, all of these ideas, including those suggested by TALL, have so far been based on either the internal staff usage of the website or speculation of how visitors are interacting with the site.

Rather than define a second phase of development work based on speculation TALL have begun a month long project researching the usage of the departments websites. This project combines an online survey asking site visitors about their experiences and analysis of the web server logs to see how the site is being used.

On completion of the project TALL will produce a report on the findings, highlighting recommendations for website editors, marketing personnel and decision makers within the department, along with a series of departmental seminars giving further advice and improvements.

Watch this space for more information on our research efforts…