Making the transition from the practical to the social.

There were two significant transition points for the Art & Design students involved in the first 2 days of Open Habitat’s first pilot. Take a look at Ian’s post for a description of what happened from a teaching practitioner’s point of view.

Here is my perspective on events with my researcher hat on:

This sequence of events slowly expanded the amount of technical and social options available to the students. They started in a safe, private, stand alone OpenSim environment in which they could learn building skills without getting tangled up with issues of identity and communication. The first transition point came when we paired the students onto OpenSim islands (i.e. each student was on an island with one other student). There was a distinct shift in atmosphere as they experienced the effect of being co-present in world and the real life room suddenly had a buzz in it as the students ‘met’ each other in the virtual world. This was amplified when a game of hide and seek was suggested and avatars started to dash around the screens in XY and Z dimensions (an excellent ‘quest’). The students flicked between real world and in world chat as the games progressed. One pair discovered that they could throw objects around in world and appeared to be attempting to trap each other inside large spheres in what looked like a surrealist version of a fight between two super heroes. This was transition point one, when the activity shifted from simply learning a piece of software to co-habiting the same virtual space with all the attendant social effects.

The second, less satisfying transition came when the students moved into Second Life. The ‘gateway’ of orientation island jarred the movement through the planned activities. The pilots suddenly became more about Linden Labs Second Life platform and a lot less about Art & Design. This is not to say that the students floundered, in Second Life terms their OpenSim experience had pushed them past the ‘Second Life pain barrier’. In fact one of the students started to give a new Second Lifer advice after being in world for about 2 minutes! The problem was that the Art & Design focus had lost its flow. Later on in day 2 of the pilot, once all of the students had been grouped and found their way to LeedsMet island, the Art & Design angle re-emerged. The students took-up plots of land and started to build. 

So the pilot had created a smooth expansion of possibilities by initially separating the creative aspects of the MUVE from the social aspects. We do of course hope that these two areas will become intertwined as the pilot progresses but like most siblings it would seem that it can be healthy to separate them at times. The question that is hanging in the air after the first 2 days of the pilot is: once OpenSim has reached version 1.0 (currently 0.6) why use Second Life? Or in more constructive terms: maybe the educational institution should use OpenSim to control the flow of options to the students and provide a jumping off point which they can use to go into Second Life if they choose to?

Clearly there are advantages to being part of the wider community of Second Life but we need to develop methods of making the transition to the big complex world of a public MUVE smoother. At the top of the list of possible solutions is finding ways of getting into Second Life without going via orientation island.

Learning from the Games Designers

The designers of Massively Multiplayer Online (MMO) games face a significant educational challenge. They need to efficiently and subtly teach new players how to use their game. This involves teaching players about the environment and the interface whist keeping them motivated and drawing them into the challenges of the game itself. This is situated learning in which the games designer is the ‘master’ and the player is the ‘apprentice’.

This educational challenge is similar to the one faced by those intending to teach in Multi-User Virtual Environments (MUVE’s) such as Second Life. There are a significant amount of basic skills that need to be mastered before students can successfully engage in meaningful collaborative activity. The traditional ‘orientation’ process in Second Life is didactic and generic, teaching skills in an abstract technical manner. This has come about because unlike an MMO, Second Life has no shared goal, its possible uses are many and varied. However, a teacher who wishes to use Second Life should have a defined set of goals or learning outcomes they wish to achieve. They should be able to define task orientated activities which are relevant to the students motivations, for example, Art and Design students can be asked to compete to build the tallest monolith as a focus for learning building skills in Second Life rather than being given general instructions on how to create, scale and texture objects. In teaching terms this seems like an obvious approach but often when faced with a complex new platform teaching practitioners will often fall back on a basic instructivst style which may not align well with the approach generally taken at HE level for that discipline.

This is where we can learn from the MMO designers who are careful not to fall into this trap as it is likely to make a players initial engagement in a game seem like a chore. For subscription based MMOS such as World of Warcraft this would mean a high drop out rate and a massive loss of revenue, something that the HE sector can emphathise with.

The JISC funded Habitat project intends to learn from the game designers by capturing the processes in World of Warcraft in its initial stages and mapping the styles and types of task to the learning outcomes they fulfil. The data will be captured using pre and post activity questionnaires and video screen capture synchronised with video of the player at the computer. This data will then be used in the process of designing appropriate orientation sessions for pilots in Second Life with students from two disciplines: Art and Design & Philosophy. The Habitat project recognises that some of the most sophisticated collaborative learning spaces online at the moment are MMOs and that the design of these games can be a relevant model for the pedagogical structures that we put in place for the educational use of MUVEs such as Second Life.

Keep watching http://www.openhabitat.org to see how we get on.

The Beauty of Ad hoc Project Meetings

On Tuesday evening the Habitat project had one of its most dynamic project meetings. It was ad hoc and spontaneous but what was said was very useful. It reminded me of those happy students days when I’d find myself in the pub with all my friends talking about ‘interesting things’ almost by accident. These days I need to plan 3 weeks ahead to get in to the pub with people I actually like who all have families and jobs (what can you do?).

Anyway, 5 of us happened to be in Second Life (yes, I left this fact late in the post deliberately) at the same time and a discussion took off. In fact it took off so well that I’m still having trouble (with my project managers’ hat on) working out what it all meant. In this way it is very like those student pub sessions 🙂

The Habitat team is based in  Leeds, Canada, London, Oxford, Essex and Brussels so we have more chance to get together online than face-to-face. The Second Life platform was great for us because we shared some visual designs during our discussion which were projected onto blocks that we could all stand around and muse over. Plus, we did all feel ‘together’ which is important for any team. When I logged out I personally felt like I had spent time with a bunch of people rather than a stream of text.

So, what of those in the team who didn’t happen to be in Second Life? Well I suppose I can mail round the transcript of our discussion. Also, how do I get the best value from this’ happening’ for the Habitat team and for JISC? Plus, let’s not forget the question: ‘What is the relevance for our users/students?”.

Learning designs, representation and reuse (2)

In the Mosaic project we are moving on from looking at the course as a whole, to writing specific screens of content, and it is providing a good way of unpicking our assumptions about what Phoebe means for planning at the activity level in the context of a specific course. In our earliest thinking about Phoebe we always intended to have a “mind map” interface. We never did manage to implement this as we had enough other fundamental issues to address, but for me there is no doubt that it is at the more granular levels of learning where these sorts of representation have the most to offer.

As we have looked into how people design learning, both the the earlier LD Tools project that was done at OUCS, and our evaluations for Phoebe, it is clear that unless mandated externally, preferences in terms of representation are extremely diverse. A significant number of people do really want spacial map like plans, but an equal number would never plan that way, and prefer liner or tabular representations – all of which ignores those who use PowerPoint, paper, the back of a napkin….and the whole area of when designs move from just design into something you can instantiate.

So while we are working towards a tool that can cope with all the things outlined above….one day…. what does any of this mean in the shorter term? One thing that has served us well as Phoebe has progressed is acknowledging complexity, but trying to find simple solutions to the aspects of this space that can be tackled here and now.

Then chipping away at the larger more complex issues as we go….

So to take a simplifying step sideways when it comes to designing activities, in the sort of distance learning context we are designing for in Mosaic, this basically means writing instructions for students about undertaking activities that link to the tools they will need to use to accomplish them. Most of the time all you need to describe an activity is some words. So for Phoebe, just a box to write them in?

Although in the Phoebe team, we are resistant when people suggest that Phoebe is all about the guidance, I am starting to think that until we can really unpick the representation issues the most value to be found in Phoebe at the activity level is all about the right guidance. We also know that this guidance is the most powerful when it is very precisely targeted.  Coming back to the reuse observations I made at a course level, our authors definitely write better activities when they start with examples of similar activities used in other course, and they write the best activities when those examples are from courses in their own discipline.

So, ok this works  fine in a relatively small department such as ours –  look at the other courses we have built, get some ideas – but how do you scale this for national contexts, how do you find these “just right” examples? OK now we’re back at the more complex issues  – but certainly something that the wider D4L strand and other work at JISC and elsewhere has things to say about.

But blog posts shoudn’t be too long should they, and it is a Friday.

Writing a sample unit

I’ve produced a draft of the first unit. The problem was the sheer amount of information I wanted to include, and the number of websites on the subject. I want to make available to users as much as possible, and to help users to be aware of the length of Anglo-Saxon history, the diversity of Anglo-Saxon peoples, and the richness of Anglo-Saxon culture, but not to overwhelm them or so drown them in choices that they don’t choose any. I have selected sites to include on the basis that: they are informative; they are accurate (usually moderated in some way); they are accessible (don’t require existing knowledge, or translations; have a readable style which suggests an infectious enthusiasm); they are well designed and illustrated; they don’t repeat material used elsewhere in the unit; they have good links to other resources. I’m keeping a list of sites which cover the same material, though, in case any of those I have chosen reject our advances.

 

Marion Manton has talked to me about the ways in which we can organise the site; how we can incorporate such a wide range of different kinds of material, and maintain a narrative thread that will lead users through it. I need to make sure that I produce the units as a kind of marked-up script for TALL, distinguishing between the different sources of material, and identifying copyright holders, and indicating such things as where pop-ups might be needed to define terms, and which text goes with which illustration (and vice-versa). I’m using different fonts and indents, making editorial comments and recommendations in square brackets, and studding the pages with yellow highlighting. I hope it make sense!

Finding more content for Mosaic

I’ve been organising my Anglo-Saxon and Old English ‘finds’ into groups broadly corresponding to the unit divisions I plan to have on the course site. There will be some overlap, of course, but it’s helpful at this stage to have an idea of how whether there are roughly equal numbers of resources for the history, archaeology, language, literature, and other aspects of the subject. There are some excellent sites from which I want to use a lot of material. I hope we can get permission. Peter Barker has produced a great user-friendly online introductory textbook, Stuart Lee has introductory lectures as podcasts, and a virtual tour of British Museum holdings, and there are three very well illustrated ‘Anglo-Saxon’ daily life sites which would really help people to imagine what it felt to live in that period. The only resource I have not been able to find is the Hwaet! Anglo-Saxon/Old English site produced by Professor Catherine Ball, It used to be hosted by Georgetown University, but though it is referenced on practically all Old English portals, it no longer seems to exist, and Professor Ball no longer seems to be at Georgetown. It was such a good, wide, scholarly but accessible, and fun site that I would be very sorry not to be able to resurrect it in some way. The wonderful wizards of TALL are going to help me to look for it.

Web2rights, IPR and Phoebe

A few months ago I spent a frustrating few days trying to get to the bottom of IPR and Phoebe. This is a question operating on quite a few levels as indicated below.

  1. IPR around the tool itself and how we release it to users – ok a pretty straight forward open source software issue, I think we are going to use GPL2 which seems to be fairly standard for JISC projects.
  2. IPR in the guidance within Phoebe – again not too bad, all the usual plagiarism and copyright issues, but as we produce online content all the time we know what we are doing here so not a problem
  3. IPR on the designs or templates an individual creates in Phoebe and opts to share – much more confusing. It seems obvious that creative commons or something like it is the way to go, but which one exactly?

Anyway after much trolling around it seemed there were a lot of people out there who were happy to explain all the problems in this space but not many who would suggest concrete solutions.

Hopefully this has started to change, at the pedagogic planners review meeting earlier this month Lawrie Phipps suggested I look at the Web2Rights project JISC has funded which at a first pass seems to be offering all that practical advice that was missing before.

Now all I have to do is read this all and decide what license to use and how to use it. I will try and remember to blog our final decision – or in the next month or so of course you should be able to go to Phoebe and see it in action!

Learning designs, representation and reuse (1)

As part of the Phoebe project we have been doing a lot of thinking about how to represent learning designs, and certainly the outputs of the Mod4L project in the D4L programme, did a lot to unpack how complicated this can be. There is no question to that we are a lot clearer about the challenges in this area than we were before the D4L work started, and some interesting ways of thinking about the problem have emerged. In particular the distinction between designs for inspiration versus designs for implementation, or anything else, which seems obvious now, certainly helped me think about this all a lot more clearly. Also I think we are better able to articulate the levels of granularity at which design operates and are starting to explore what is the same and what is different when thinking about design at the level of a course, module, unit, or activity.

Taking a step back from considering this in theory I am also interested in this on a more practical note for the Mosaic project. The main requirement for this project is to reuse as much as possible to create a course. As a committed D4L alumni I really want to see if we can reuse learning designs as well as content, but what does this really mean in practice?

Ignoring for now the possibility of reusing external designs I want to try and work out how we can reuse what we have internally. We now have about 50 online courses and 8 in English literature alone – clearly in all of this there are some learning designs that we could reuse, but how to get at them? All our courses have specifications which act as one sort of learning design at the course level – and there is no question that our authors look at existing specs and get inspiration for their course, I don’t think this is perfect but at this level I think reuse at an inspirational level is working quite well. However there are also other levels where this sort of design inspiration would be valuable, where the way forward is a lot less straight forward. In our case I think design has a part to play most importantly at unit level (1 weeks online study) and activity level.

In the case of unit level design along the way we have actually developed a very clear model across all our English literature courses – much more so here than in any of the other disciplines. However this is not encapsulated anywhere in an easy digestible format – essentially each new author has looked at previous courses and thought, hmm I think I’ll do my course a bit like that. This works up to a point but is actually becoming less scalable the more courses we have.

To take a step sideways I have tried to put the structure with the content stripped out in a word document – perhaps with the idea of using it as a unit template for authors, but I am not sure that it makes sense anymore – partly because it is too abstract but also perhaps because as soon as you start to think of it as a template for a unit you want to start thinking about the next level of design mentioned above, the activities – and that is a whole additional level of multiplying possibilities.

And of course if we have done our job right with Phoebe, anything I am trying here should be possible to model in Phoebe. I have done this with the course spec level already, and there is a sharable template for anyone who is interested (note you will need a login to Phoebe for this link to work). I think I am going to have to think harder before coming up with a unit level template, but it should be do-able. At an activity level I am not sure we if we are entering the place where Phoebe stops being the right tool for the job – although in theory it could work?

Well that is where I have got to today. Clearly I need to explore this more but I am going to put this out there anyway as if I don’t do this now it will remain in my drafts folder for ever more.

So more thinking to be done – better representation for unit level design – how to capture activity level design and how to do any of this in tools like Phoebe.

Reviewing Pedagogy Planners

On Wednesday JISC organized a meeting to look at the two D4L funded Pedagogy Planners, our Phoebe and the LPP. Liz at the Planners review

It was a really useful day, consolidating many of the themes that had come out of our other evaluation. If you want to know more about it you will be able access all the presentations here (as soon as they are posted).

Grainne has also blogged this here , here and here , and Sheila MacNeill here.

The Habitat Project Launches

No, not an opportunity to test stylish yet knowingly kitsch home furnishings but a research project piloting the use of Multi-User Virtual Environments (think Second Life). TALL heads up a large project team on the project which runs until March 2009. Read the official blurb below or visit www.openhabitat.org for more info.

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The JISC funded Habitat project is a collaboration between TALL at the University of Oxford, Leeds Metropolitan University, King’s College London, Essex University and Dave Cormier of Prince Edward Island University. It will take an innovative approach to encouraging creative online collaboration in Multi-User Virtual Environments (MUVEs) – the online 3D spaces in which each user is represented by an ‘avatar’ or 3D character.

The project will generate solutions to the challenges of teaching, learning and collaboration in MUVEs. These solutions will be primarily in the form of guidelines, models and exemplars but will also be supported by the development/appropriation of software tools and services in and around the MUVEs themselves.
During discussions with members of the Emerge community, teaching staff and students, it became clear the MUVEs offer a number of interesting opportunities for teaching and learning. These include the ability to collaboratively design and build objects/structures and the sense of presence or ‘being there’ that comes across when interacting in an MUVE.

The Habitat project will build on these principles by running a number of pilots which are integrated into the teaching of art & design and philosophy.

A competition to build a structure in the Second Life MUVE which reflects their current practice will be set as part of the first year art & design undergraduate degree based at Leeds Metropolitan University. Parallel to this the project will facilitate discussions in an MUVE with students who have attended one of the University of Oxford’s online short courses in philosophy. The art & design students will have the opportunity to meet face-to-face during the pilot in contrast to the philosophy students who are distributed around the world.

The pilots are designed to explore the effects of working in an MUVE on collaborative group work and on the effects of being represented as an avatar over and above using text, sound or video to communicate. In addition to this the pilots are designed to encourage communication between the two disciplines to assess the potential of MUVEs to bring together diverse student groups.

Habitat will predominantly be using the Second Life MUVE because of its ubiquity and relative stability. The project will also be experimenting with OpenSim, an open source MUVE and a MUVE provided by IBM. These are representative of the widening range of 3D collaborative environments which are emerging across the web and which afford intriguing opportunities for teaching and learning.