Evaluating Phoebe

Well after months of development and lots of talking to people in the design for learning community we finally started the process of evaluating the Phoebe pedagogic planner with practitioners, and at a first pass, gratifyingly seem to have created a tool that people want to use. Not that there weren’t lots of suggestions about how to make it better…..

As well as all the specific technical issues, a clear theme was the importance of the user community and how to support them. We had already given this some thought (and it is not as if there are not enough models out there to consider) but it is clear if Phoebe moves forward this is going to be one of the factors that most impacts on making Phoebe a tool that people want to use.

We are still in the early stages of our evaluation process at the moment, the session on Monday was mostly with practitioners from FE and ACL. We will be doing another two workshops in the next few weeks, the first with HE lecturers in Brighton and the second with student teachers in Swansea. We are also going to do a remote evaluation, so if you would be interested in taking part, letting us know what you think and shaping how we take the project forward, keep an eye on this blog for more information, or let me know by emailing me at marion.manton@conted.ox.ac.uk.

The Importance of the Cheesy Disco?

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?

Reaching into the Web

As part of our JISC funded ‘Isthmus’ project we have launched a pilot Facebook group for students on our short online courses. The overall concept is to encourage a ‘community’ of students that exists beyond the run of any single course. It’s been running for 6 days now and so far we have 45 members (about 10% of this term’s students) and around 20 posts.

Deciding to use Facebook and then deciding exactly how to set-up the group was complicated and generated a lot of discussion here at TALL. Our students are generally older than a traditional university student and many of them are retired. The recent OxIS Internet survey reported that 42% of students signed up to a Social Networking site last year but of those in the retired ‘life-stage’ category only 2% signed up. In contrast Saga recently launched a Social Networking site for the over 55s and claimed that ‘Silver Social Networking’ was on the rise. Surveys of our students revealed that not many of them were members of Social Networking sites (around a third) but that only 26% were not interested in communicating with other students after their course had finished.

As well as the difficulty in deciding to run the pilot it was also not clear exactly what form it should take because it cuts across technical, pedagogical, social and legal issues. Each area for consideration pulls the design and principle of the pilot in different directions. The core challenge was how to strike the right balance between supporting and structuring the group without ‘owning’ or managing it. This involved consulting JISC legal, Oxford University’s Legal Services Office and a range of stakeholders (including the students).

So far the group seems to be working, but it is early days. More significantly I feel we have made inroads into how to manage our relationship with third party services such as Facebook. If we can establish some principles in this area then we will be able to take advantage of the wider web much more efficiently in the future.

Metaplace – like Second Life, but open from the start?

Areae want to reinvent virtual worlds, using open standards and protocols. It sounds pretty good:

“Right now, there are lots of people who want to use virtual worlds for research, or education, or business, but it’s just too darn hard to get one going. Now [with Metaplace] you can create a world in just a few minutes and start tailoring it to your needs.”

Definitely worth looking into, when they recover from the Slashdotting…

I wonder how much Areae’s announcment influenced Linden Labs to announce their plans for the future of Second Life (or vice-versa).

Poster with bloated title wins award at ALT-C

I gave my talk on ‘Cultural Capital and Community Development in the pursute of Slaying Dragons’ at the ALT-C e-learning conference last week. The talk was well received which was very encouraging. The poster of the talk won a runners-up prize in the poster competition! How much of this was down to tactical voting I cannot say but it would seem that the e-learning community is becoming gradually more interested in the possibleuse of Multi-User Virtual Environments.

Talking about Dragons with Dragons

Last Friday I partook in a stressful but useful event run by JISC. Anyone who could make it had the chance to pitch their project ideas for the Users and Innovation callrun by Lawrie Phipps. The format was similar to the BBC ‘Dragons Den’ programme. Each project had to go before a couple of JISC representatives or ‘dragons’ and pitch their idea in a 5-10 min presentation. The dragons would then feedback on the idea and point out/discuss it’s pros and cons.

I was surprised to find that this process put me into my old ‘exam fear’ mode and I panicked for most of the day. However, there is nothing better for focusing an idea than knowing that you have to explain it to a third party, especially when some of it relates to World of Warcraft! It forced us to look at the marking criteria for the call and to turn vague details into well thought out project plans.

Our actual pitch to the dragons went well and their feedback was very helpful. It seems to make sense to do this kind of grilling before, not after the projects are underway. Hopefully it will lead to a better breed of projects.

A system that works for me

Andreas Lloyd has made his thesis on the social dynamics of the Ubuntu community available.

I’ve not read it all yet, but an initial look suggests that it relates quite well to the intersection of two strands of endeavour in TALL – online communities (who sometime meet in person – how do they work, are they useful for education?), and computer tech (what tools and services can we use/adapt/create?).

NB: Andreas has, with community spirit, released it under a Creative Commons license, meaning that anyone can redistribute it and add their comments.

Social Capital and Community Development in the Pursuit of Dragon Slaying

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.

Pedagogical Planners of the future

A couple of weeks ago I went to a very interesting meeting in London organised by James Dalziel of LAMS fame. Bringing together people working on Pedagogic Planners from all over the world it included Phoebe, the project we’re working on, the London Planner, Compendium at the OU, LAMS Lite, Remath, among others.

What was fascinating was both how different the planners and the problems that they were trying to solve were, but also how much common ground there was.

We have been working on the Phoebe pedagogic planner for 18 months now and in that time it feels like the amount of people looking at this space has grown immeasurably. There is no question that there is something very attractive about the idea of a tool that can help people design effective learning experiences (whether supported by technology or not) but what this should be is still the million dollar question.

I am more convinced than ever before that there is never going to be one tool that solves everybody’s problems – if only because we already know that everybody does not want the same thing from a tool operating in this space, and that people will only use a tool that does what THEY want it to do. However as existing projects address different parts of this continuum what is clear is that we need to find a common language to allow these tools to join up. Perhaps this is IMS LD but I think at the moment it is far from clear that this really addresses the issues at hand.

Interesting themes coming out in initial discussion are:

  • The levels tools operate at: Organisational > Course/Unit/Module > Session/Week/Lesson > Activity/Learning Object/Simulation
  • The types of support they provide: Ranging from “smart” systems that provide guidance based on your input to those that allow the practitioner more freedom and access to information but may not be supportive enough.
  • The examples they point to: where are the good learning designs and who judges what is good?
  • The role of theory: can this be made really useful to practitioners?

A final output of the meeting was an attempt at some sort of domain map with the various projects we knew about placed onto it. This posited

Information and advice > Reflect and decide > Automated implementation

fed into by various conceptual frameworks (including pedagogy and attitude change as well as LD structures)

I think the 3 broad areas simplify what is in reality some very complicated processes and these may need to be broken down further to be in any way meaningful, but not sure I am yet ready to suggest how.

Incidentally in the categories above, Phoebe deals with the Session/Week/Lesson > Activity/Learning Object/Simulation level of design, is more free than smart and supports the information and advice and reflect and decide stages of the continuum above.

Web 2.0 Analysis and Statistics

You may be interested in my report on Web2.0 take-up and usage which I submitted to JISC a few weeks ago. It’s analysis of some data that blogged back in March. I included the responses to the data in the report. It was all very ‘participatory’. The report can be downloaded from here: www.jisc.ac.uk/media/documents/programmes/digitalrepositories/spiresurvey.pdf