Archive for the 'presentations' Category

Eventedness

Thursday, January 22nd, 2009

Following on from my ‘That Was an Interesting Experience’ post I got to thinking about how to define what makes MUVEs distinct from other online spaces. The diagram below is my attempted answer, a diagram which I ‘trailed’ in my presentation at the Eduserv+JISC/Cetis Virtual Worlds event last Friday. (slidecast of the presentation at the end of this post)

Eventedness and Co-presence

During the JISC funded ‘Open Habitat’ project we piloted Second Life with art & design undergrads and with lifelong distance learners studying philosophy. The axes of the diagram represent two of the major effects we saw across the pilots that are central to what an MUVE provides.

Eventedness: This goes beyond a shared experience which could be aimless in activity terms and assumes that everyone involved is heading towards a particular goal even if this goal does not involve close collaboration. For example, a themed philosophical discussion which, if it goes well, should have a shared direction as the learning moves forwards.

Co-presence: As well as the Co-presence that comes from being embodied as avatars this definition includes what is experienced when an individual is certain that their contribution (usually in text form) will be read and responded to by others. For example it is possible to get a strong sense of the presence of others when microblogging because the exchanges are often frequent, they often reference each other and the response time can be a matter of seconds. Messages are linked to the particular point in time and their value erodes over time. There is a relationship between the speed in which the value of nodes of communication erode within a technology and the potential for Co-presence. In addition the individuals’ level of trust that their contribution will be understood and responded to within a particular technology has a large bearing on both Co-presence and Eventedness. It is of note that there is very little latent social presence in MUVEs. When you log-off your presence all but evaporates leaving almost no trace of your identity or that fact that you were in the MUVE. This is in contrast to social networking sites which are designed to extend your presence after you log-off. (See my ‘Visitors – Residents‘ post which discusses why this form of latent social presence is an important issue)

So, the green areas are not a quantative mapping of a range of functionalities but the qualitative potential of a technologies ability to provide a certain type of experience. The greater the chance of Co-presence the greater the chance of Eventedness and vice versa which is why the green areas have diagonal tops.

I should point out that the relative mapping of the technologies in the diagram could be debated until the cows come home because the axes are dealing with subjective terms. Individuals encounters with these technologies will vary greatly in the context of these terms hence the use of ‘potential’ which allows for a latitude in experiences.

A key point here is that the MUVE has the potential to support a huge range of experiences. This is partiality because of the effect of avatars but also because an MUVE is not a single technology but a cluster of tools gathered around a 3D environment. To tie this down a bit I will run through the types of experience that I think take place at points ‘a’, ‘b’ and ‘c’ on the diagram.

‘a’: At this point an individual feels isolated from others and alienated by the environment. They are directionless and have not discovered the ‘point’ of the environment for themselves. This sense of isolation and alienation is amplified by the knowledge that there are others in the MUVE who are enjoying being part of a social group that they are excluded from (either socially or because of a lack of technical skills). It is also amplified because they can see other avatars who appear to be much better looking, better dressed and with more elaborate hairstyles. They begin to fell anonymous, unskilled and lacking in a definable persona (they are part of the homogenous ‘n00b’ category). All of this is compounded by the fact that it is very difficult to ‘lurk’ in an MUVE. There a few opportunities to learn the in world culture(s) and mode(s) of communication that don’t involve social engagement. This is in contrast to other successful online social platforms have functionality such as an open chat channels (World of Warcraft) or the ability to see the flow of communication (Twitter) giving new users the opportunity to absorb the culture of that space before making their voice heard.

‘b’: At this point the individual feels like they are contributing to a shared endeavour, that they are part of a relevant activity. They have come to know and trust the other participants in their group and enjoy both the learning and the social aspects of the experience. This is only likely to take place if a member of that community has organised an activity. Or, to put it another way, the tutor has planned a relevant session. (The implication here being that the tutor needs to be part of a community of learners not above it in the MUVE space)

‘c’: At this point the individual is probably spending time with people they know and trust. They are socialising within the MUVE but are not attempting to achieve anything beyond simply being together. They are likely to feel part of a community but not that they are communally working towards a goal.

In terms of teaching and learning this huge breath of potential experience is what makes using MUVEs a high risk option. The better designed a session and the more responsive the tutor the higher it will map against Eventedness but a strong sense of Co-presence will only grow over time. Initially this happens as people get to grips with the technology then increasingly as they form relationships and trust grows. This breath of potential is in my opinion why a bad session in an MUVE leads to the suspicion that it would have been more satisfying and more effective to have simply used a straight text chat format or in some cases a traditional forum. This is compounded by the fact that MUVEs really lock you in and if a session breaks down it is complex and disruptive to sidestep to another format. Nevertheless, some of the most engaging and exciting online teaching and learning I have experienced has taken place in an MUVE.

As the diagram makes clear MUVEs do have the potential to outstrip many other technologies in their ability to provide a sense of belonging and purpose. However, if you don’t feel that words such as ‘belonging’, ‘communal’ or ‘experience’ are relevant to your practice then MUVE are probably not for you. Even for those of us that do think these aspects of learning are important MUVEs are a high risk option which require teaching sessions that are both well organised and highly reactive. We hope that the guidance and advice that comes from our experiences in the ‘Open Habitat’ project (to be published in March) will reduce this risk but it is like so many things in life MUVEs will remain a challenging option with the potential of great rewards.

Below is a slidecast of the my presentation at the Eduserv + JISC/Cetis Virtual Worlds event on 16/01/09 in Glasgow. Thanks to Rowin Young for providing the slidecast.

Find out about Phoebe

Monday, September 22nd, 2008

In recent months we have been doing a lot more work with video content and as part of this we have recorded me giving an overview of the Phoebe tool.  This is basically the demonstration of Phoebe we usually give at the start of workshops – hopefully all you need to know to get stared using the tool.  I can’t vouch for the quality of the presenting, but if you want to get a 23 minute overview of Phoebe this is definitely the place to start. You can see me talking without the screen capture here, or the get the full version here.

What has the Open Habitat project been doing?

Tuesday, September 2nd, 2008

As phase 1 of the Open Habitat project draws to a close it is time to take stock. We have run our ‘Multi-User Virtual Environments’ pilots with Art & Design and Philosophy students, gathered our data and are a long way through the process of making sense of it. Concepts are starting to cluster and hypothesis to be tested in phase 2 are emerging. We have edited together a 3 minute video of phase 1 activity that can be viewed here http://blip.tv/file/1208348 to give a snapshot of activity so far.

For anyone with a little more time a 25 minute talk summarising a number of the issues/concepts arising from phase 1 can be viewed here http://media.conted.ox.ac.uk/res02 .  As always a flow of posts which captures the thinking of the Open Habitat team meanders through http://www.openhabitat.org 

The Importance of the Cheesy Disco?

Tuesday, December 4th, 2007

I have just returned from the Online Educa conference at which I was part of a symposium panel discussing Multi-User Virtual Environments (MUVES). The session was entitled ‘No Life in Second Life’ and was a look at some of the current practices and issues around teaching in MUVEs. My 10 minutes was on the range of environments in Second Life from amphitheatres to ‘cheesy discos’. Each brings with it a set of cultural expectations and modes of use.

After the session the point was raised that the term ‘cheesy’ may not be universally understood by an international audience. What struck me about this discussion was not its content but the environment it was taking place in. We were attending the conference dinner and ‘entertainment’. The venue for this entertainment was an oversized, modernist hall on the ground floor of the hotel with floor to ceiling glass and orange up lighters. The view out of the 12 foot windows was of a stark courtyard containing a number of neat, isomorphic trees and plants. Inside, small groups of smartly dressed individuals stood round in clusters and made small talk while an untidy mass of energetic attendees executed a range of jerky dance moves with no overall style or pattern. The music was slick and very definitely middle of the road.

In short we were in a cheesy disco which appeared to have been designed as a re-enactment of many scenes in Second Life, certainly in architectural terms but also socially. Love them of hate them it struck me that this real life cheesy disco was an accepted part of the conference system and designed to help people to talk and network. For undergraduates the nightclub or union bar is an integral part university life. For online distance students there is no clear equivalent. As we experiment with MUVEs for teaching and learning will the cheesy disco in prove to be as important as the amphitheatre?

Social Capital and Community Development in the Pursuit of Dragon Slaying

Monday, July 30th, 2007

What can the massively multiplayer game ‘World of Warcraft’ teach us about how to facilitate learning communities? Below is a video of the talk I gave at the Games Learning and Society conference in Madison Wisconsin. (Running time 26 minutes)

If you want more details before watching here is the abstract…

This presentation is an evaluation of ethnographic field work conducted in and around the World of Warcraft MMO. The study focuses on the motivation of guild members to construct communities of practice both to learn and to socialize. This suggests that the guilds can act as useful models for understanding how online social networks function and how they could influence the ideology of next generation e-learning services.

Successful collaborative learning can only be sustained if the individuals involved feel part of a group or community in which they can trust. The most robust communities tend to be those that form via a collective aim or interest; their formation has a social underpinning and is not totally utilitarian.

If an aspiration of e-learning is to move away from simply providing online programs of study, demarcated by subject, to increasingly fluid spaces in which students can build social networks, then we need to understand how contemporary collaborative and participatory environments encourage the formation of these types of groupings.

Some of the most sophisticated examples of online community creation and management take place in and around MMO environments. The current apex of this field is the ‘guild’ system which suffuses the World of Warcraft MMO. Guilds are effectively goal-oriented clubs or societies, many of which utilize the latest Web 2.0 technologies out-of-game and multi-channel text chat and VOIP systems in-game both to organize and to socialize.

This paper is based on data collected over a period of six months from an ongoing ethnographic study comprising self-reflexive observation and semi-structured interviews conducted in World of Warcraft and face-to-face with guild members. This extends into a study of the social software used out-of-game by community members that acts as a communication base for the guilds.

The data is evaluated using Wenger’s notion of communities of practice, which highlights the interweaving of goal-orientated learning and the immersion of those participating in trusted social networks. This has the effect of generating and communicating what Bourdieu calls cultural capital, the lack of which often makes online learning a poor second to traditional face-to-face learning.

The challenge here is how to abstract underpinning principles and practice that will be of value to e-learning away from the immediate goals or ideology of a particular MMO. This is not to suggest that killing dragons in collaborative groups is the future of e-learning. Instead it proposes that much can be gained from reflecting on the success of MMOs in motivating the formation of vibrant online communities and the ways in which these communities interweave socializing and learning.

Phoebe at CAL ’07

Tuesday, March 27th, 2007

Liz Masterman is presenting Phoebe at CAL 07 – ‘Development, Disruption and Debate’ today, as part of a symposium, on Designing for Learning – revolution or evolution. Our paper is “Disrupt or co-opt? The role of a pedagogic planning tool in promoting effective design for learning.”

Online materials and materials science: The experience of developing an online course in Nanotechnology

Monday, February 12th, 2007

On Wednesday 7th March 2007, Deborah Goodbody, Project Manager (TALL), will be presenting at the Digital Projects in Oxford series of informal talks organised by the OUCS Learning Technologies Group.

The talk will focus, firstly, on the challenges of developing an online programme in such a fast-moving field and with such technical complexity as nanotechnology.

Secondly, it will look at supporting the student learning experience in an online environment, particularly through the use of Adobe Breeze to deliver online ‘tutorials’.

For more information see Digital Projects in Oxford.

The Phoebe Project

Thursday, January 4th, 2007

The JISC-funded Phoebe project is nearing the end of its first phase. TALL will be demonstrating the prototype tool at the Design for Learning Programme meeting on the 23-24th January in Birmingham.