In the last few months we have been laying the ground work for the Cascade project, but now that we have our research officer, Bridget Lewis, in place we are really moving forward with our work on this.
What is really apparent at this stage is how interconnected everything is, I appreciate that this is hardly a revelation, but when you are working on very tightly defined deliverables it is really easy to ignore the implications of your choices beyond the boundaries of what you are doing. When a significant focus of your work is looking at the bigger picture things start getting tangled.
A positive aspect of this, is how much we are genuinely taking forward outputs of other projects that we have done over the last few years, Mosaic, Isthmus and Phoebe in particular are proving to be directly relevant, and it is great to feel that we have achieved things with them that can really improve what we are doing now.
In particular:
Mosaic – better understanding of OERs, licensing and staff development materials around reuse.
Isthmus – what we know about our online students (although Cascade is dealing with a much larger student body than Isthmus did ) and the implications of innovating on live courses.
Phoebe – the tool itself as well as what we know from it about course design.
There is also a lot of overlap between Cascade and the LDSE (Learning Design Support Environment) project that we are working on with several London-based partners. With Cascade focusing on changes in the hear and now, while the LDSE is designing for the future, they each act as a sanity check on what we are doing on the other project.
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)
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 isan 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.
As the piloting activity of the Open Habitat project draws to a close it’s time to gather out data and our thoughts and consider what it all might mean. We have plenty of evidence that MUVEs are a useful for teaching and learning and much guidance and direction to give to teaching practitioners considering taking the plunge. We also have, I think, an overarching message from the project:
“Teaching and learning in virtual worlds is an experience.”
I’m not trying to be facetious or flippant I mean it in the true sense of the term. Taking part of a teaching session in an MUVE is more than simply using a tool or achieving a task, it feels like an event, a particular moment in time when you have the chance to interact with others at a level of intensity which is rarely felt in other online spaces. A teaching session in an MUVE can become a focal event for a significant slice of teaching. A learning design can be created which leads up to and then away from an MUVE session. Much like a traditional field-trip, the teaching can frame the time that students spend out in the field or in this case the MUVE and work generated during that time can be considered upon their return. The ‘otherness’ of the alternative environment can act as a mirror for the students, helping then to reflect on their practice as they see how it is influenced by the virtual world.
Like any immersive experience it is at times challenging for an individual to assess what they have learnt during the experience itself but over time the benefits of being taken out of the comfort of their day-to-day environment starts to become apparent. If you believe that MUVEs are capable of supporting an online culture or beyond that an online society then maybe a session in one is akin to visiting another country. We are socially and psychologically transposed into this new land and whilst not physically transported we are visually represented. Like any exploration into new territories it can be chaotic, alienating, exhausting, and frustrating. There are new forms of communication to learn and new cultural norms to adjust to. It can be intriguing, surprising and occasionally exhilarating, offering inspiration and new perspectives on ideas which may have become stagnant. These experiences with others in these virtual worlds is a form of travel and they do say that travel broadens the mind.
JISC have announced the projects funded under the Curriculum Design call. We did not submit a bid for this call, but were obviously very interested from the perspective of Phoebe, as although it is usually referred to as a pedagogic planner I would argue this is a process which encompasses curriculum design. From the institutions funded it looks like an interesting mix of institutions who have done work that I know of in this area and new groups.
However what is really interesting for us, is the number of these projects who have said that they want to use Phoebe. We were always clear that the next stage to a proper understanding of how planning tools are actually going to work was to use them for real planning, over weeks and months rather than for the duration of a workshop. In addition I think everyone involved emerged from the D4L programme convinced that there was not one tool for everything (I know, not even Phoebe!) and with many of these projects looking at a suite of tools, it will give us a chance to see how Pheobe and some of the other tools in this space (see previous posts in this area) work together.
We learnt a few things in the first phase of the Open Habitat project which have informed the set-up of our next pilots. I’m currently planning the pilot that will run with philosophy students in Second Life. The main challenge with the first pilot was the sheer speed of debate in SL. The experienced philosophy students are used to being able to gather their thoughts, write a paragraph or two and pop it into a forum.
Taking the time to reflect is important in any educational process but it is especially precious to the discipline of philosophy. Having said this, the students loved the vibrant, social feeling of SL and the sense of presence being embodied in an avatar brought. In fact they liked it so much they have continued to run non-tutored sessions in SL once a week managed via a facebook group. (This included giving the students building rights so that they could rearrange the environment each week to fit the topic under discussion)
For phase 2 it was clear that we needed to balance the reflective and the dynamic which we are planning to do by ‘bookending’ the SL session with Moodle. Here is a draft of how the pilot will flow:
Stage One (framing the debate):
Marianne (the tutor) to post briefing page on Moodle
students to post kneejerk response in blog
Marianne to respond one to one
students to reconsider in light of Marianne’s comments and prepare second kneejerk
second kneejerk to be posted on Moodle
all students to read, think and prepare third kneejerk for posting on whiteboard in second life
third kneejerk to be sent to Dave for posting in world
Stage two (dynamic in world discussion):
Everyone arrives in second life to find third kneejerk responses on board
People read these and reflect as everyone arrives
Marianne asks each student in turn to comment
after everyone has responded people go into groups (arranged in advance), go to their ‘stations’ and prepare jointly a ‘final statement’
final statements to be sent to Dave
Marianne reconvenes students and the session ends with a final discussion.
Stage three (reflection):
Marianne to annotate final statements, and add comments
Dave to post final statements and the chat log on Moodle
Students free to discuss final statements and Marianne’s comments by themselves.
It’s not rocket science but I think this really takes advantage of what SL is good for and is a genuine answer to the ‘user needs’ that came out of phase 1. We will then run this cycle a second time either continuing the same philosophical theme or starting a new on depending on how well it runs!
The other significant change to the pilot will be the use of edu-gestures which should allow for more non-verbal communication whilst the group is deep in discussion. We have a nice set (agree, confused, yes, no, I’m thinking etc) of gestures that the students can use during the sessions using a ‘lite’ version of the Sloodle toolbar generously created for us by the Sloodle project. I’m planning to introduce these gestures as a key part of the orientation session so that their use is seen as a ‘basic’ skill. In this way I hope we get the benefits of embodiment/presence as well as the benefits of non-verbal communication which is so important in RL but has not really developed in detail within SL.
It’s odd to think that an environment that renders you as an avatar (face, head, arms, legs etc) does not rely very heavily on non-verbal cues (apart from where you are standing and the biggie: what you look like). I’m hoping that this aspect of Multi-User Virtual Environments will develop as the language of communication (text, voice, visual) within virtual worlds becomes more sophisticated.
Most importantly the pilot has been designed in conjunction with the students who are going to advise on the layout of the in world environment and are enthusiastic about the changes to the format.
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
I have just sent the interim report for the Mosaic project to JISC, which has provided a good chance to think about where we have got to so far. The main news is we have decided to delay the launch of the course “Voices from the Past: The Earliest English Literature” until January 2009. This is due to several different factors, but the main one is the fact that it is going to take us a while to clear all the copyright – the first spreadsheet is complete and currently contains 206 items, a daunting number.
The process of copyright clearance is still the big unknown for this project, as really we are just at the start of what is probably going to be a long slow process. However, what is gratifying has been discovering that the content was out there in the first place, if not in the repositories or as learning objects, and that there was enough to make a coherent academically rigorous course.
I think it is worth noting that the success of the project thus far is substantially down to the efforts of Sandie Byrne our main “author” or in this case “compiler” or “linker”? There is no doubt that working in this way uses skills that many academics do not have and even for those that do, there is definitely a need to think more deeply about the cost benefit of reuse as opposed to creation, stepping away from the theoretical stance that it ought to be more efficient and examining the reality.
In Dave’s recent post he talked about the tentative categorizations we have made of our students as a result of our research for the Isthmus project, however I think it is worth emphasizing how much our students adoption of tools and technologies (or not) is driven by their perception of usefulness. For our students at least we have a group who use the internet to varying degrees based on a strong sense of personal need – they use what they find useful, but not for its own sake.
So they will engage in what might be considered quite sophisticated online behaviours in the cause of something they want to do, but be quite astoundingly incapable with things that they cannot see the point of, and actually you have to admire this pragmatism, they are extremely effective web users in their scope.
But how do our users find the things that they deem useful? What about all the tools that might change their (web) lives if only they knew they existed? From personal experience I knew RSS existed for years before actually getting set up with an aggregator, but when I finally did it changing the way I worked for ever. I have a colleague who still regularly thanks me for telling them about delicious, they knew it was out there, but until I gave them my take on social bookmarking they had never quite realised it fixed exactly the thing that had been bugging them about bookmarking for years. They have since passed it on to several other people.
I have a strong appreciation of how random these moments can be, but also how transformative, and I am sure there are things we can do to bring the things most likely to be of use to them, to the attention of our students. We will be working on this as part of the Isthmus project over the next few months. The plan is to keep it simple, as much as possible to use what is already out there, but to help them find what can help them, and what will really be useful.
As part of the JISC funded Isthmus project we have been taking a close look not at whattechnologies our students use but at how our they use them. We found that our students could not be usefully categorised as Digital Natives or Digital Immigrants. I.e. This distinction does not help guide the implementation of technologies it simply provides the excuse that “some people ‘just don’t get it’ which is why your new approach has failed so badly…”
Anyway, our students appropriation of online services did not seem to follow a simple pattern based on skill level. It seemed to depend on if they saw the web as a ‘place to live’ or as a collection of useful tools. This underlying motivation led us to outline two main categories of distance learning student.
The ‘Resident’
The resident is an individual who lives a percentage of their life online. The web supports the projection of their identity and facilitates relationships. These are people who have an persona online which they regularly maintain. This persona is normally primarily in a social networking sites but it is also likely to be in evidence in blogs or comments, via image sharing services etc The Resident will of course interact with all the practical services such as banking, information retrieval and shopping etc but they will also use the web to socialise and to express themselves. They are likely to see the web as a worthwhile place to put forward an opinion. They often use the web in all aspects of the of their lives; professionally, for study and for recreation. In fact the resident considers that a certain portion of their social life is lived out online. The web has become a crucial aspect of how they present themselves and how they remain part of networks of friends or colleagues.
The ‘Visitor’
The Visitor is an individual who uses the web as a tool in an organised manner whenever the need arises. They may book a holiday or research a specific subject. They may choose to use a voice chat tool if they have friends or family abroad. Often the Visitor puts aside a specific time to go online rather than sitting down at a screen to maintain their presence at any point during the day. They always have an appropriate and focused need to use the web but don’t ‘reside’ there. They are sceptical of services that offer them the ability to put their identity online as don’t feel the need to express themselves by participating in online culture in the same manner as a Resident.
In effect the Resident has a presence online which they are constantly developing while the Visitor logs on, performs a specific task and then logs off.
This is of course not a polar distinction. There is a spectrum of which the Resident and the Visitor represent two extremes (Watch this space for a couple of possible sub-categories). It is a useful distinction because it is not based on gender or age. While our data would indicate that the portion of the population over 55 is predominantly made up of Visitors there are examples of Residents in this section of the demographic. Similarly it is the case that not everyone younger than 25 is a Resident.
It is not always easy to spot who is in each category as the level of sophistication with which a Visitor might use any single service might well be greater than that of a Resident. Again, this is not a skill based distinction. In fact I know of at least one ed-tech researcher who considers himself to be a Visitor out of choice.
The Resident is likely to have arranged some sort of system to manage the relationship between services and the flow of information through their browser but this does not mean that they will be any more effective at researching a specific topic than a Visitor. This is why data from a survey that simply asks what online services a group of students use is next to useless.
This Visitor, Resident distinction is useful when considering which technologies to provide for online learners. For example if your learners are mainly Visitors they are unlikely to take advantage of any feed based system for aggregated information you may put in place. They are also unlikely to blog or comment as part of a course. The Resident will expect to have the opportunity to offer opinions on topics and to socialise around a programme of study. In fact they are likely to find ways of doing this even if they are not ‘officially’ provided. We offered membership of a facebook group to our students as they left their online courses. The majority signed-up without question as they wanted to stay in touch with fellow students and continue discussions. The remainder saw the group as pointless and a possible invasion of privacy. Both sides of this argument are correct… It’s a question of approach and motivation, hence Visitors and Residents.
Some of you might also be interested in our paper on Visitors and Residents:
Zotero looks like an interesting looking tool for managing online research sources: lots of functions similar to EndNote integrated as a Firefox plugin, plus a bunch of online research community/collaboration stuff if you want it.