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	<description>WoW, Learning, and Teaching by Michelle A. Hoyle</description>
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		<title>Persist or Die: Learning in World of Warcraft</title>
		<link>http://einiverse.eingang.org/2012/08/08/persist-or-die/</link>
		<comments>http://einiverse.eingang.org/2012/08/08/persist-or-die/#comments</comments>
		<pubDate>Wed, 08 Aug 2012 17:06:12 +0000</pubDate>
		<dc:creator>Eingang</dc:creator>
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		<guid isPermaLink="false">http://einiverse.eingang.org/?p=783</guid>
		<description><![CDATA[Dying and playing in World of Warcraft teaches you important things. Demons, dragons, dwarves, and possibly folklore, you could see, but  learning and leadership? Sounds crazy, but it’s true: World of Warcraft has something to say  about learning. A written version of my Game To Learn: Take 2 2011 keynote presentation.]]></description>
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<p>Back in March 2011, I gave an invited keynote at the JISC Scotland/Consolarium <a href="http://www.rsc-ne-scotland.org.uk/game/?page_id=6">Game To Learn: Take 2</a> conference in Dundee, Scotland. The abstract read:</p>
<blockquote><div class="su-pullquote su-pullquote-style-1 su-pullquote-align-left">All you need to understand is everything you know is wrong.<br />—Weird Al</div>
<p>My mother told me cleaning toilets builds character if done repeatedly. The other night five friends spent more than three hours dying over and over again while playing World of Warcraft (WoW). She never said anything about dying. I found cleaning toilets only gets you clean toilets. Dying and playing, however, teaches you important things. Demons, dragons, dwarves, and possibly folklore, you could see, but learning, love, and leadership?</p>
<p>Sounds crazy, but it’s true: World of Warcraft has something to say about learning. Prepare yourself, because everything you thought you knew is wrong.</p>
</blockquote>
<p>The talk went very well and the slides were available shortly after the talk via SlideShare, but I was somewhat remiss in preparing a version for my blogs. <a href="http://wowlearning.org/2011/09/16/persist-or-die/">This version was originally posted</a> on my <a href="http://wowlearning.org/">WoW Learning Project</a> site.</p>
<p>You have a choice of formats:</p>
<ol>
<li><a href="http://www.slideshare.net/Eingang/persist-or-die-learning-in-world-of-warcraft">The original slides</a> (slightly cleaned up) via SlideShare.</li>
<li><a href="http://www.slideshare.net/Eingang/persist-or-die-learning-in-world-of-warcraft-7316679">The original slides and notes</a> (slightly cleaned up) via SlideShare.</li>
<li>A downloadable <a href="/files/2012/08/Hoyle_2011_Persist_or_Die.pdf">PDF version of this blog post</a> (from copy at WoWLearning).</li>
<li>This blog post.</li>
</ol>
<p>This post is a written version of the original talk with the more important slide graphics incorporated. It can therefore be read without the original slides. Enjoy! If you have any comments, feel free to leave them.</p>
<p><span id="more-783"></span></p>
<h2>Introduction [Title Slide]</h2>
<p><img style="display: block; margin-left: auto; margin-right: auto; border: 0px initial initial;" src="/files/2012/08/Title_Slide.jpg" alt="Screenshot of title slide with contact details" width="550" height="413" border="0" /></p>
<p>My name is Michelle A. Hoyle. I’ve been teaching in higher education since 1995 and I’ve been at the Open University since 2000, working in distance education.</p>
<h2>A Story</h2>
<p>Let me tell you a fairy tale. Once upon a time in a Brighton far, far away, there was a quirky blonde Canadian. She was probably not too dissimilar to you. She spent her days teaching undergraduates. She was a passionate believer in learning and in community. She also liked computer games, especially interactive text adventures from Infocom and their modern-day equivalents like <em>Myst</em>.</p>
<p>Every Christmas, she would spend two weeks in an intensive gaming fest with her partner. One year it was the real-time strategy game <em>Age of Empires</em>. Another year it was going literally to Hell together in <em>Diablo</em>. Dungeons and dragons weren’t really her style, but she did like the collaborative aspect and jumped at the chance another Christmas to try out the beta version of <em>World of Warcraft,</em> a new fantasy role playing game designed to be played online with large numbers of people. Two weeks turned into two months, which turned into 6 years. Her toilets may not have been cleaned as often, but she found love, leadership, and learning along the way. This is her story.</p>
<h2>World of Warcraft: A Peek</h2>
<p>Let’s do a little survey right here and now: How many of you know what WoW—<em>World of Warcraft</em>—is? How many of you have &lt;gasp&gt; played <em>World of Warcraft</em>?</p>
<p>Before we go any further, because so many people haven’t played <em>World of Warcraft</em>, you may be unfamiliar with what it looks like. Here is <a href="http://www.youtube.com/watch?v=oOZBU257ERE?rel=0">a short video</a> created by a team of players as an entry in a <em>World of Warcraft</em> movie contest run by Alienware, a gaming laptop/hardware company. It’s one of my favourite player-made videos and it features many of the areas, creatures, races, and characters in the game.</p>
<p><span style="text-align:center; display: block;"><a href="http://einiverse.eingang.org/2012/08/08/persist-or-die/"><img src="http://img.youtube.com/vi/oOZBU257ERE/2.jpg" alt="" /></a></span><br /><a title="Jump to Irdeen reference" href="#Irdeen_2010">Irdeen et al, 2010</a></p>
<h2>Gaming: Preconceptions</h2>
<p>We just saw demons, dragons, dwarves, and dungeons, all the classic elements of a fantasy world I allegedly disdained, thinking I had better things to spend my time on. You, like me, probably harbour some of the same beliefs about game players. In my mind then, I saw the average game player as a teenaged, pimply-faced guy, short on social skills and anything marketable, who hides out in a basement (or would if the UK had basements). He spends all his time glued to the front of his monitor, getting his video game “fix”. Hands up! How many people thought that? Don’t be shy to admit it. At one point you probably would have been right, but not anymore. These days, games are not just for guys and certainly not just for kids.</p>
<p>The preconception that the average gamer is male is probably still mostly correct, although it is being challenged. Nick Yee, of Stanford, did a large demographic study of massively multiplayer online role playing game players in 2005. Of the 1800 players he surveyed who played <em>World of Warcraft</em>, only 16% were women (<a title="Jump to Yee reference" href="#Yee_2005b">Yee, 2005b</a>). Contrast that with M2’s March 2009 estimate that 40% of the <em>World of Warcraft</em> players were female (<a title="Jump to Meloni reference" href="#Meloni_2010">Meloni, 2010</a>). M2 Research also believes that male and female PC game players are almost equal. The Entertainment Software Association (ESA) believes the division between PC gamers is currently 60/40 (<a title="Jump to ESA reference" href="#ESA_2010">Entertainment Software Association, 2010</a>).</p>
<h3 style="font-size: 1.17em;">Preconceptions: Socially Isolating</h3>
<p>Another common preconception is that games are socially isolating (<a title="Jump to Jenkins reference" href="#Jenkins_2004">Jenkins, 2004</a>). After all, players are sitting mostly alone in their rooms. That is not the real story, though. As of October 2010, WoW had 12 million active players worldwide (<a title="Jump to Blizzard reference" href="#Blizzard_2010">Blizzard Entertainment, 2010</a>). While there is much you can accomplish in this epic world on your own, the majority of rewards and advancement come with group play. The game was designed to promote collaboration and the formation of groups, both permanent and ad-hoc, and these facilities have only improved over time. Most of these players are probably not playing alone, at least not all the time. Nick Yee’s research (<a title="Jump to Yee reference 2004" href="#Yee_2004">Yee, 2004</a>; <a title="Jump to Yee reference 2005" href="#Yee_2005a">Yee, 2005a</a>) shows that more than 75% of <acronym title="massively multiplayer online role-playing game">MMORPG</acronym> players play with someone they know in real life on a regular basis.</p>
<h2>Time Spent</h2>
<div class="topimage"><img src="/files/2012/08/Time_Spent.png" alt="Graphic of time spent playing WoW versus TV watching" width="550" height="382" border="0" /><br /> <span class="figure">Graph: US television watchers averaged 34 hours per week. British watchers averaged 28 hours. Contrast this with the average WoW player spending 23 hours per week. Sources: Nielsen Company, Broadcasters&#8217; Audience Research Board, and Brown &amp; Hagel.</span></div>
<p>How much time are they spending? John Seely Brown and John Hagel in a 2009 <em>Business Week</em> article put the average time spent in <em>World of Warcraft</em> at 23 hours per week (<a title="Jump to Hagel reference" href="#Hagel_2009">Hagel and Brown, 2009</a>). This matches up fairly closely to Nick Yee’s 2005 study average of 21 hours per week for MMORPG players (<a title="Jump to Yee reference" href="#Yee_2005c">Yee, 2005c</a>). People are often critical of the time they perceive game players spending in game. Is the time that unreasonable? The Nielsen Company says the average American spent almost 34 hours per week watching television during the 2008-2009 television season (<a title="Jump to Nielsen reference" href="#Nielsen_2009">The Nielsen Company, 2009</a>). The Broadcasters’ Audience Research Board, the UK equivalent of the Nielsen Company, shows that the average Briton wiled away 28 hours a week watching television in 2010 (<a title="Jump to BARB reference" href="#BARB_2011">Broadcasters’ Audience Research Board, 2011</a>). That’s more time than the average WoW gamer spends and game playing is an active, thinking process, not passive like television watching.</p>
<h3 style="font-size: 1.17em;">Preconceptions: Age</h3>
<p>According to the Entertainment Software Association, the average game player is 34 years old and has been playing games for 12 years. Yee’s demographics showed that less than 20% of players were teenagers (<a title="Jump to Yee reference" href="#Yee_2008">Yee, 2008</a>). This is corroborated by the Pew Internet &amp; American Life Project’s 2008 study showing only 21% of surveyed teens were spending time in massively multiple online games, including WoW (<a title="Jump to Lenhart reference" href="#Lenhart_2008">Lenhart et al., 2008</a>). The majority of WoW players are over 20 years old. Why is this important? This is the population we see in higher education, especially online higher education where I work.</p>
<h2>Robert and Susan</h2>
<div class="topimage"><img src="/files/2012/08/Robert_and_Susan.png" alt="Screenshot of Robert and Susan in Higher Education" width="550" height="311" border="0" /><br /> <span class="figure">Image: Biggs&#8217;s Robert and Susan higher education archetypes. Robert thinks, &#8220;If I just read the notes, I hope I&#8217;ll remember enough to pass the exam,&#8221; whereas Susan thinks, &#8220;This is really interesting. I wonder how applies to that article by Brown I read last term?&#8221;</span></div>
<p>UK higher education is in crisis and I do not mean financially. That is a topic for an entirely different talk. The crisis I am thinking of is around the nature and quantity of students we see in higher education. Robert, based on an archetype developed by John Biggs (<a title="Jump to Biggs reference" href="#Biggs_2007">Biggs and Tang, 2007</a>), operates consistently at the lower levels of Bloom’s Taxonomy: knowledge, comprehension, and application. We want Susans, students capable of independent thought and the higher-level cognitive skills of analysis, synthesis, and evaluation. Universities used to be full of Susans. No matter how bad we were as teachers, the Susans would probably learn. The tables have turned. Government policies pushing more students into universities plus encouraging a culture of teaching to the test have resulted in universities having more Roberts than Susans. The Roberts are interested in the shortest path. We’re catering to this with our course designs and assessment policies.</p>
<h2>Catering to Roberts</h2>
<p>Jennifer Momsen et al. published a study in late 2010 examining the undergraduate biology courses offered by 50 different faculty across different American institutions over two years (<a title="Jump to Momsen reference" href="#Momsen_2010">Momsen et al., 2010</a>). For each course, the researchers analyzed the syllabus goals and 9700-some exam/quiz questions, rating each according to Bloom’s Taxonomy. The results are frightening and not, I suspect, particular to biology alone. 93% of the test questions were at levels 1 and 2 on the taxonomy. The goals were somewhat loftier, with only 69% at those same two levels. This study tells us two things: one, there’s a disconnect between what our goals are and how we’re assessing and two we’re encouraging shallow learning. That’s why it’s no surprise that another study of 2300 students found that at least 45% of students were progressing through the first two years of American higher education without measurable gains in critical thinking, complex reasoning, and writing skills (Arum &amp; Roksa 2011, cited in <a title="Jump to NPR reference" href="#NPR_2011">NPR Staff, 2011</a>, includes book excerpt).</p>
<div class="topimage"><img src="/files/2012/08/Undergraduate_Assessment.png" alt="Graphic of Bloom's Taxonomy showing where most assessment occurred" width="550" height="363" border="0" /><br /> <span class="figure">Figure: Bloom&#8217;s Revised Taxonomy (<a title="Jump to Kratwohl reference" href="#Kratwohl_2002">Kratwohl, 2002</a>) contains 6 levels, with creating at the top and remembering at the bottom. 93% of questions and 69% of the objectives/goals in Momsen et al.&#8217;s (<a title="Jump to Momsen reference" href="#Momsen_2010">2010</a>) study were below level 2 and therefore lower order thinking skills.</span></div>
<p>Our students are not that different from the WoW players, particularly in online higher education, which is where I work. How many of you believe your students are spending 23 hours a week on your course? How about across all their courses? I’m dubious too. Why is that? If they can spend 23 hours playing <em>World of Warcraft</em> or 28 hours watching television, why can’t they spend that kind of time on their studies? The answer’s simple: they don’t want to for the most part.</p>
<p>I am not saying that pedagogy and assessment aren’t an issue here. Good teaching, Biggs &amp; Tang, say, is getting Roberts to use those higher level processes to achieve the intended outcomes in the same way that Susans do spontaneously (<a title="Jump to Biggs reference" href="#Biggs_2007">Biggs and Tang, 2007</a> p.11). We’re probably failing there too often. However, learning is a multi-person, collaborative and even social enterprise. We as educators have a part to play but the students do too. Their motivation and participation is a central piece of the puzzle.</p>
<h2>Quest Anatomy 101</h2>
<p>Through most of the game until you reach the top level, your primary activity will be questing. You can think of quests as being a combination of learning objectives plus the actual task to be done, so there is an obvious correlation between what you are asked to do, how you can do it, and how you can tell that you have successfully completed it. Here is a typical quest:</p>
<blockquote>
<p>Quest: Taking Battle to the Enemy</p>
<p>“The coliseum is perched in the most dangerous part of the world. The territory we’ve taken from the Scourge has been paid for in blood and misery, yet the enemy continues to strike back with a seemingly limitless army. To make matters worse, this undead army is supported and assisted by mortal sympathizers, the Cult of the Damned.”</p>
</blockquote>
<p>This is the reason and backstory behind what you’re going to be asked to do.The actual task is to “Go forth into Icecrown and slay any cultists you encounter.”</p>
<p><img style="display: block; margin-left: auto; margin-right: auto;" src="/files/2012/08/Quest_Structure.png" alt="Screenshot showing a typical quest and labelling the parts" width="550" height="267" border="0" /></p>
<p>Ceilian Daybreak is located at the Argent Tournament Grounds. Because he is the person who is asking, he is also the person to whom we should return when we have satisfied the quest’s objectives of “kill[ing] 15 members of the Cult of the Damned”. We’re given the additional instruction that we “…may kill Cult of the Damned members in any part of Icecrown.” If we needed to return to someone else with proof of our success, that would also be listed. Finally, we’re told what we will be given upon successful completion. Here it’s money, a type of token, and our choice of increased reputation for one of the game factions (the Champion’s Writ) or some additional gold (Champion’s Purse). We would also receive experience points or their gold equivalent, although this isn’t specifically mentioned.</p>
<p>This is just one of 9600-some quests documented by WoWHead, an extensive community-driven WoW information database (<a title="Jump to WoWHead reference" href="#WoWHead_2011">WoWHead, 2011</a>). Many quests are part of chains, where you’re led step by step through the lore or some activity in the world. Each one provides you with much the same information.</p>
<h2>World of Workcraft</h2>
<p>Not everything in WoW is fun. A lot of it is work: hard work, boring work. Repeatedly doing the same thing over and over again is called grinding. There are many kinds of grinds in WoW: equipment grinding, grinding for gold to buy resources, grinding for resources to make food, potions, or other special consumable items that boost your performance, grinding to obtain rare pets, or grinding to get various achievements. This is not fun! This is work! Welcome to World of Workcraft. Why do people do it and, more importantly, why do they voluntarily do it?</p>
<p>Jane McGonigal, in her recent book <em>Reality is Broken</em>, comments: “Game developers know better than anyone else how to inspire extreme effort and reward hard work. They know how to facilitate cooperation and collaboration at previously unimaginable scales.” (<a title="Jump to McGonigal reference" href="#McGonigal_2011a">McGonigal, 2011a</a>) She’s talking about motivation, motivation that comes from inside. <em>World of Warcraft </em>is excellent at this, which is why its player base is so much larger and varied than any other online game in history. Bernard Suits defines playing a game as “…the voluntary attempt to overcome unnecessary obstacles.” (quoted in <a title="Jump to McGonigal reference" href="#McGonigal_2011b">McGonigal, 2011b</a>) How does WoW facilitate and encourage that?</p>
<h2>Work Makes Us Happy</h2>
<p>Hard work makes us happy. That’s what Jane McGonigal claims (<a title="Jump to McGonigal reference" href="#McGonigal_2011a">McGonigal, 2011a</a>, <a title="Jump to McGonigal reference" href="#McGonigal_2011d">McGonigal, 2011d</a>). She identifies six types of work (<a title="Jump to McGonigal reference" href="#McGonigal_2011b">McGonigal, 2011b</a>). They all have their purpose and they all affect how we feel about ourselves. Even some of the tasks I’ve described as grinding, which might be equivalent to busywork, are beneficial at times when we just need to disengage our mind. However, harder work, especially success at it, releases a cocktail of complex neurochemicals, chemicals that affect our brain’s arousal and reward systems.</p>
<blockquote>
<p>“We only ever play [games] because we want to. Games don’t fuel our appetite for extrinsic reward… Instead, games enrich us with intrinsic rewards. They actively engage us in satisfying work that we have the chance to be successful at… And if we play…long enough, with a big enough network of players, we feel a part of something bigger than ourselves…” <br />- Jane McGonigal (<a title="Jump to McGonigal reference" href="#McGonigal_2011c">2011c</a>)</p>
</blockquote>
<p>Doing satisfying work is an intrinsic reward. Being successful is an intrinsic reward. Social connections provide intrinsic rewards. Belonging to something, participating in something bigger than ourselves, and making a contribution helps satisfy our cravings for meaning, another intrinsic reward. McGonigal claims these four things appear commonly in the last decade’s positive psychology findings (<a title="Jump to McGonigal reference" href="#McGonigal_2011c">McGonigal, 2011c</a>). Doing hard things and succeeding at them makes us happy and makes us want to repeat the experience. Doesn’t doing hard things sound a lot like learning?</p>
<h2>Fiero: Hakkar Dies</h2>
<p>When I was growing up, my dad used to watch <em>Wide World of Sports</em>, a show that showcased athletic events from around the world. I never watched it, but I well remember hearing the introduction which had the following line:</p>
<blockquote>
<p>“Spanning the globe to bring you the constant variety of sport&#8230; the thrill of victory&#8230; and the agony of defeat&#8230; the human drama of athletic competition&#8230;” <br /><a title="Jump to Wikipedia reference" href="#Wikipedia_2011">Wikipedia, 2011</a></p>
</blockquote>
<p>The thrill of victory. The agony of defeat. These are the phrases that stuck in my head and epitomize so much of game playing in <em>World of Warcraft</em> and of life. When people are challenged but don’t quite succeed, it’s actually extremely motivating. When you are learning an encounter with a boss, it is not unusual to get the boss’s health points down to 1% (or less!) and then wipe. 1%! If only someone had managed to get in one more shot or if only someone had managed not to die for just a bit longer. 1%! Argggh! You can almost feel the vibration of the collective groan that goes up from the players. That’s the agony of defeat. You can feel that success is close. It’s achievable.</p>
<p>On the flip side, we have victory. Victory is sweet. Do you remember the last time you succeeded at something and felt a rush of pride and joy? I first encountered the Italian term <em>fiero</em> in Nicola Lazzaro’s 2004 white paper <em>Why We Play Games</em> (<a title="Jump to Lazzaro reference" href="#Lazzaro_2004">Lazzaro, 2004</a>). In it, she describes <em>fiero</em> as “Personal triumph over adversity. The ultimate game emotion. Overcoming difficult obstacles players raise their arms over their heads. They do not need to experience anger prior to success, but it does require effort.” —that’s the thrill of victory.</p>
<p><img style="display: block; margin-left: auto; margin-right: auto;" src="/files/2012/08/Hakkar.png" alt="Screenshot of Hakkar, a dead dragon" width="600" height="364" border="0" /></p>
<p>One of my favourite moments in <em>World of Warcraft</em> is the killing of Hakkar. Our 20-person group had been trying to complete Hakkar’s dungeon for the better part of a year. Hakkar was the last boss and you had to kill all the other bosses first. This was hard because it all had to be done within a week period because dungeons reset weekly. We didn’t make it to Hakkar every week. The few times we did, we wiped over and over and over again. When we finally succeeded, the players were yelling. They were exultant. I was exultant. It was <em>fiero</em>. Even remembering it now, 4 years later, brings back that feeling. That feeling is addictive. We want to feel that. We have a choice: persist or die! It’s a choice we’re voluntarily making.</p>
<h2>Lessons To Learn</h2>
<p>John Seely Brown and John Hagel outlined 8 lessons in 2009 that businesses could learn from <em>World of Warcraft </em>to foster creativity and promote innovation (<a title="Jump to Hagel reference" href="#Hagel_2009">Hagel and Brown, 2009</a>). I believe these same lessons could be applied to the design of education:</p>
<ol>
<li>Reduce barriers to entry and to advance in initial stages.</li>
<li>Provide rich performance metrics.</li>
<li>Keep raising the bar.</li>
<li>Remember to account for and use intrinsic motivations.</li>
<li>Provide opportunities to develop shared knowledge not easily shared but don’t forget broader knowledge exchange.</li>
<li>Create opportunities for teams to self-organize around challenging goals.</li>
<li>Encourage frequent performance feedback.</li>
<li>Create an environment that rewards new dispositions.</li>
</ol>
<p>Some of these we have already looked at, like accounting for and using intrinsic motivations. We also saw how teams, large and small, fixed and ad-hoc, can self-organize around challenging goals. Guilds and fixed teams provide opportunities to share knowledge, both tacit and factual. The others likely require some discussion. For the first, it is easy to start in the game. You begin at level 1 but you’re guided through a series of ever more difficult quests—the bar is constantly rising. Levelling up is quick and easy in the initial stages. This is what reducing barriers to entry means. People do not need to invest much to get started. It’s low-risk and high reward, which helps get people interested and keeps them interested.</p>
<h2>New Dispositions</h2>
<p>The last “lesson” is to create an environment that rewards new dispositions. In an earlier article John Seely Brown and Douglas Thomas describe the “gamer disposition”, characteristics Brown thought <em>World of Warcraft</em> encouraged. These included being bottom-line oriented, thriving on change, understanding the power of diversity, believing learning is fun, and “marinating on the ‘edge’” (<a title="Jump to Brown reference" href="#Brown_2008a">Brown and Thomas, 2008</a>). This last one means that gamers, even when they know of a working solution, will often try out other strategies, looking for a better solution. They are not afraid to experiment or to try something completely outrageous. Aren’t these characteristics we would like our students to exhibit?</p>
<h2>Failure Is Good</h2>
<p>I’d like to add an additional “lesson”: Failure is desirable, provided the consequences are manageable. Gamers are not afraid to fail, repeatedly. In games, failure is what leads to innovation and learning. It also leads eventually to success and fiero. We are often afraid to let people fail. It lowers retention rates, which lowers our funding, but it also leads to grade inflation and degradation of our degrees. It’s a slippery slope and we may be denying students the opportunity to feel real satisfaction.</p>
<div class="topimage"><img src="/files/2012/08/Failure_Is_Good.png" alt="Figure showing failure is good, leading to success" width="404" height="300" border="0" /><br /> <span class="figure">Figure: Failure leads to success, <em>fiero</em>, innovation, and learning; but only when consequences manageable.</span></div>
<p>The previous <em>World of Warcraft</em> expansion, <em>Wrath of the Lich King</em>, was widely regarded by hardcore gamers as being too easy. Blizzard, the developer, in an attempt to make it appealing and accessible to an even wider audience, dumbed down the encounters and made getting gear easy. Because you didn’t need to think, just mindlessly press your fire button (or whatever), the encounters weren’t challenging. Players were just out-gearing and overpowering the encounters. It wasn’t as much fun. Players felt cheated. It definitely was not very satisfying. <em>Fiero</em> was in thin supply.</p>
<p>Blizzard completely reversed that in the latest expansion, released last December. Problem solving and thinking are required. Brute force isn’t enough. It is harder, yes. Some people, used to an easy ride, had to adjust to a new world order and perhaps realize that they needed to earn access to groups going to harder encounters. That means working to get the appropriate gear, working to acquire the necessary supplemental resources, and working to learn how to play well. The people who are willing to fail repeatedly are the people who are able to learn, to innovate, and to improve.</p>
<h2>Sample Teamwork: Learning in the World</h2>
<p>I hope I’ve demonstrated that we can learn from the <em>World of Warcraft</em>, but what about learning in the world? What kind of learning and where? Let’s start by looking at a (badly edited!) video of a 10-person guild in a recent boss encounter involving two dragons. The complete encounter is almost 8 minutes. I’ve cut the video down to just under 3 minutes.</p>
<div class="topimage"><img src="/files/2012/08/Roses_vs_Theralion.png" alt="Screenshot of Roses versus Theralion" width="550" height="366" border="0" /><br /> <span class="figure">Screenshot: The Roses of Dawn (a guild) ten-person team battles Theralion, one of a dragon duo, on March 15, 2011 in the Bastion of Twilight.</span></div>
<p>&lt;video: Bastion of Twilight: 2m 55s&gt; [not available online]</p>
<p>There’s a lot going on here. There are two main encounters: one with one dragon on the ground and the other airborne and then the reverse. From my point of view as a healer, I don’t really care much which dragon is on the ground. I see the fight in three phases: the beginning where the dragon periodically casts an ability called “blackout” on a player, which looks to produce enough damage to take out three healthy players. To prevent the blackout player from being killed, 5 or 6 players will congregate nearby to help soak up the damage. In this case, misery shared is damage greatly reduced.</p>
<p>In the next phase, we’re all running away from the dragon and there are swirling circles on the floor. If you are in the circles and get hit with something from the sky, you get sent to a sort of “Twilight Zone”. The third phase has many nasty tricks. First, there’s another “blackout” like effect. That’s why you see the ranged players all stacked up together at a distance. While they’re standing together, the flying dragon periodically uses a breath weapon to make big, black holes in the ground. There’s also a magic spell cast on a ranged person which results in them damaging other players around them every time they cast. If that’s not enough, the flying dragon strafes the group with its hot pink breath too.</p>
<p>You can’t see it here, but if we fail to move out of pink bits or black bits, or don’t stack up enough on a blackout person, or any number of other things, we die. If one person dies, as did happen here late in the encounter, there is still a chance of success. In all of our previous efforts, we lost a number of people to the pink breath or black circles on the ground and the group wiped. Many times.</p>
<h2>Basil Leads</h2>
<p>You cannot hear our voice communications. Basil, our leader, is giving instructions as things happen, like “Middle’s safe” or “Nooo! The middle’s not safe!”, to tell people how to avoid the random direction of the pink breath weapon or maybe telling people to stack up and where. The healers are warning each other about things going wrong with the players’ health. There is a wealth of communication occurring to coordinate the complex dance required to be successful at this encounter.</p>
<p>When I asked Basil about raid leading and things he had learned, he told me he didn’t start off being a good leader. Practice certainly helped, but he has the ability to communicate and to learn.</p>
<h2>Basil: Action Reseacher</h2>
<p>When preparing for a new encounter, he starts by reading up on the various abilities of the bosses (if known), making a mental picture of what they are going to do or what it is going to look like, and then theorizing about what can be done to avoid the “bad stuff.” This model and theory is communicated to the group in a discussion before the encounter and then tried out several times, making small refinements or, sometimes, big refinements as he gains experience and members contribute ideas. It’s close to McNiff’s description of action research (<a title="Jump to McNiff reference" href="#McNiff_2002">McNiff, 2002</a>).</p>
<div class="topimage"><img src="/files/2012/08/Basil_Action_Researcher.png" alt="Diagram showing 6 steps of action research and Basil" width="550" height="367" border="0" /><br /> <span class="figure">Figure: McNiff&#8217;s (<a title="Jumpy to McNiff reference" href="#McNiff_2002">2002</a>) six stages of action research: research, mental model, plan, try, review and revise, and repeat the first five as necessary. Basil, a night elf rogue pictured here, is engaging in this process.</span></div>
<h2>Communities of Practice (1)</h2>
<p>Teamwork and community have already been mentioned several times, with the game providing mechanisms for both ad-hoc groups and fixed groups of people in guilds. Guilds can be very large or very small. Ducheneaut et al. did some interesting research in 2006 where they enumerated guilds they saw on 5 different servers. Of the 3500-some guilds they had seen in July, just over 1900 were not seen in December, a 54% death rate (<a title="Jump to Ducheneaut reference" href="#Ducheneaut_2007">Ducheneaut et al., 2007</a>). There are, of course, all kinds of caveats about their methodology, but the number is likely reasonably accurate and reflects my own experiences with watching guilds form and die over the years. While it sounds like these groups are fragile, they did also note that the longer a guild had been around, the more likely it was to stay around. Running a guild, as I know from personal experience, is not easy. It’s another place for people to learn the art of leadership and some people fail initially or several times.</p>
<div class="topimage"><img src="/files/2012/08/Communities_of_Practice.png" alt="Figure depicting different components of a community of practice" width="454" height="350" border="0" /><br /> <span class="figure">Figure: Wenger&#8217;s (<a title="Jump to Wenger reference" href="#Wenger_2008">2008</a>) key characteristics for a community of practice: joint enterprise, mutual engagement, and shared repertoire. Each of those is accomplished via various methods, like doing things together for mutual engagement, stories for a shared repertoire, and mutual accountability for joint enterprise.</span></div>
<p>Guilds, however, are essentially communities of practice, an idea formalized by the work of Jean Lavé &amp; Etienne Wenger. Wenger defines a communities of practice as “…groups of people who share a concern or passion for something they do and learn how to do it better as they interact regularly…” (<a title="Jump to Wenger reference" href="#Wenger_2006">Wenger, 2006</a>). Doesn’t that sound familiar to some of the behaviour we’ve seen exhibited? Guilds have a culture and whether that culture revolves around playing well, role-playing, or just casually having fun, the guild is a community who becomes more and more cohesive and better at what it does over time. Guilds tend to exhibit Wenger’s key characteristics of mutual engagement (which can include peripheral participation &#8212; the silent watcher who is always there, but doesn’t say anything), joint enterprise, and a shared repertoire.</p>
<h2>Similar to WoW?</h2>
<div class="topimage"><img src="/files/2012/08/THB_Teams.png" alt="Picture depicting organization and participation of different allied guilds in teams" width="443" height="300" border="0" /><br /> <span class="figure">Figure: The Honourbound Alliance team structure in 2010. There were five guilds (top row) contributing members to 5 different, primarily cross-guild teams (bottom row). The exception is Dark Sins, which was made up only of Ye Olde Geezers members. Ye Olde Geezers contributed members to every one of the cross-guild teams, whereas other guilds typically only contributed to one or two teams.</span></div>
<p>The Honourbound Alliance (THB), pictured here, is an alliance of social guilds founded 5 years ago. Most of the guilds in it date back to the game’s release. The membership of these guilds and most guilds is self-selected. The guilds have an identity, shared experience, and shared knowledge. They last as long as members have an interest in maintaining the community and improving the shared practice. That is not too dissimilar to what happens at The Open University, an accredited distance education university in the UK. Students are given online tutor groups and often course-wide forums or course-wide social spaces. Both e-learning and bricks-and-mortar students form Facebook groups. Virtual and live study groups, meeting in coffee shops, in homes, on Twitter or Skype, are not uncommon. Membership in course and a study group is very similar to a guild: self-selected, with a particular purpose and identity, and a duration which is often, but not always, limited to the duration of the course; they can carry on afterwards. So again, WoW and higher education share some commonalities.</p>
<h2>Similar to E-Learning?</h2>
<p>John Seely Brown and Richard P. Adler in <em>Minds on Fire </em>relate the results of a study by Richard Light at Harvard that showed “…one of the strongest determinants of students’ success in higher education—more important than the details of their instructors’ teaching styles—was their ability to form or participate in small study groups.” (<a title="Jump to Brown reference" href="#Brown_2008b">Brown and Adler, 2008</a>) So pedagogy is important, but not as important as people learning to work together to share knowledge and practice. Study groups fit into lower right-hand quadrant, strongly in the realms of “non-formal” or “informal learning” in Marcia Conner’s learning space (<a title="Jump to Conner reference" href="#Conner_2009">Conner, 2009</a>).</p>
<div class="topimage"><img src="/files/2012/08/Conner_Learning.png" alt="Figure of Conner's mapping of learning areas" width="323" height="313" border="0" /><br /> <span class="attribution">Credit: <a href="http://marciaconner.com/intros/informal.html">Figure</a> by Marcia Conner, all rights reserved.<br /></span> <span class="figure">Figure: Conner (<a title="Jump to Conner reference" href="#Conner_2009">2009</a>) mapped formal and informal learning onto a y-axis and intention and unexpected onto an x-axis to produce a two-dimensional graph. In the upper left quadrant (formal), classes and meetings. In the upper right quadrant (unexpected), social media and self study. Bottom left (intentional) includes reading and mentoring. The bottom right (informal) contains community and playing.</span></div>
<h2>Learning/Improving Self</h2>
<p>WoW is a problem-based learning environment with a continuous assessment process. You never have to take a “test” to prove you know something. The act of doing in the game is the test. We have also looked at how guilds are communities of practice for learning, culture, and game practice and how people are intrinsically motivated to engage in research, model building, and debate in order improve their performance or solve things in a different fashion. You might wonder if people go into <em>World of Warcraft</em> specifically to learn. My research looks at learning in <em>World of Warcraft</em> to see what kinds of practices we can adopt specifically in online higher education that will encourage community formation, motivation and persistence. Last year I did a small study where I invited players to write a short essay about why they play <em>World of Warcraft</em>. They were primed somewhat with an essay I had written about why I play (<a title="Jump to Hoyle reference" href="#Hoyle_2009">Hoyle, 2009</a>), but they were not specifically asked to relate incidents of teaching or learning. I thought you might find it interesting to hear some of the things they said.</p>
<p>51 people started the survey and completed the first part about in-game demographics. Only 39 completed the whole survey, including the essay question. Most of the participants played on the European servers and most played on player versus the environment servers, rather than role-playing or player versus player servers. The following examples have been tagged as examples of learning while reading through the submitted essays. The spelling has been preserved and I have assigned a unique name to each different participant. The assigned names will be used in this and any other published materials relating to the study</p>
<blockquote>
<p>“I enjoy playing as part of a roleplaying group most. The interactions in character, the humour, the banter are what makes me tick. <strong>That and being able to explore different sides of my personality.</strong>” <br />- Scandia</p>
</blockquote>
<blockquote>
<p>“I’ve been invited to join guilds but has so far declined &#8211; <strong>hoping to build my inworld skills first</strong> &#8211; and bring a friend along (one is currently ’training’, which is the real reason for the 2nd trial run). <strong>I particularly need to build skills in chatting in world</strong> and the friend is helping me along &#8211; as are the occassional people I encounter inworld.”<br />- Sulfurus</p>
</blockquote>
<p>I have so far tagged 15 to 20 examples of learning that people found motivated them to play the game. I found it surprising people were playing in order to improve their social abilities or to learn more about themselves and other people.</p>
<h2>Raiding &amp; Learning</h2>
<blockquote>
<p>“It’s kinda the same thing with character progression, wanting to improve by <strong>reading about</strong> skill usage, by collecting new gear, <strong>trying out</strong> different specs/rotations, &#8230; Check how you do compared to others, <strong>analyse what you do differently &amp; how you can improve</strong>.” <br />- Stannus</p>
</blockquote>
<blockquote>
<p>“I enjoy the sense of achievement of building up professions, building skills or completing quests. Learning how to play each class, and <strong>trying to work out what that character is and how they would react</strong> to different scenarios is what motivates me.” <br />- Scandia</p>
</blockquote>
<p>Here we can see people model building and researching in the above examples, in order to learn to play better. This was not surprising to me.</p>
<h2>Learning Languages</h2>
<blockquote>
<p>“I may add a minor point to the list of reasons why people play WoW: I wanted to train my english skills. As I’m not a native speaker (coming from Germany) the chat and the ventrilo communication help me to keep my english alive &#8211; I don’t have many other opportunities.” <br />- Beryl</p>
</blockquote>
<blockquote>
<p>“since i am a norwegian i also can practise some english, which is a good thing.” <br />- Potassio</p>
</blockquote>
<blockquote>
<p>“wow fore me is to chat and gaming with freinds and ofcourse inprove my english in both wright and reading.”<br />- Aluminio</p>
</blockquote>
<p>The last several examples are very interesting as I wouldn’t have seen those if the majority of players had come from the North American game servers. Blizzard regionalizes the game. While Europe does have some dedicated single-language servers. the majority have players from all over Europe and Russia. The North American servers have players primarily from North America, Australia, and New Zealand. In North America, you’re far less likely to encounter players from other countries or players speaking other languages, whereas it’s fairly common on the European servers. It, therefore, for Europeans, makes a great place to go and practice many different languages, which is what we’re seeing reflected here.</p>
<h2>Study: Tags Used</h2>
<p>I fed <a href="http://www.wordle.net/">Wordle</a> a delimited list of tags allocated so far in the study along with the frequency with which the tag was used. Wordle attempts to aesthetically arrange and represent the tags by frequency usage. The larger the word in the diagram, the more often it was used.</p>
<p><img style="display: block; margin-left: auto; margin-right: auto;" src="/files/2012/08/TagsInUse-Annotated.jpg" alt="Screenshot of motivational tags coded with commonly occurring ones circled" width="550" height="362" border="0" /></p>
<p>You can see some interesting things appearing. “Guild life”, “team work”, and “assisting others” feature quite prominently. People are greatly invested in their social groups and into contributing to those groups and the wider culture. “Judging self”, where people analyze their own capabilities and performance, is also a recurring theme. “Impact on reality” is where people have said something about the game affecting their life, either positively or negatively. I’m currently trying to do a more sophisticated analysis that correlates things specifically identifiable as motivation or persistence with those tags, to get a feeling of which are things only mentioned in passing versus being a key component to the question of motivation and persistence. There’s much left to explore.</p>
<h2>Recommended Reading</h2>
<p>If you’d like to learn more about how games foster literacy and learning and how they can make a different, I recommend the following two books: James Paul Gee’s “What Video Games Have To Teach Us About Learning and Literacy” and Jane McGonigal’s just released “Reality Is Broken”.</p>
<h2>Thanks</h2>
<div class="topimage"><img src="/files/2012/08/Thankyou_slide.png" alt="Screenshot of my guild along with thanks" width="550" height="414" border="0" /><br /> <span class="figure">Image: Group shot of my guild at a guild birthday party. Thanks to The One (my guild) and The Honourbound Alliance on EU-Thunderhorn. Thanks also to @lizit and @misetak on Plurk, Drs. Good, Whitby, and McCallister and the HCT group at the University of Sussex; and Basil for everything.</span></div>
<p>In going from the real me to the virtual me in <em>World of Warcraft</em>, I have learned so much about myself, learning, communities, and motivation. I have learned to embrace failure, because, really, the choice is simple: persist or die.</p>
<h2>More Information</h2>
<p>The slides will be posted on <a href="http://www.slideshare.net/eingang/">SlideShare</a>. There is more information about my research on the <em>WoW Learning Project </em>website at <a href="http://wowlearning.org/">http://wowlearning.org/</a>. Contact me at Sussex: eingang AT sussexDOTacDOTuk. Or follow me on Twitter, where I’m <a href="http://twitter.com/eingang/">@Eingang</a>.</p>
<p>Thank you.</p>
<p>Disclaimer: No toilets were cleaned in the making of this presentation.</p>
<h2>References</h2>
<p><a name="Biggs_2007"></a>Biggs, J. &amp; Tang, C. (2007) ‘Chapter 1: The Changing Scene in University Teaching’, in <em>Teaching for Quality Learning at University, </em>3rd edition. Maidenhead, United Kingdom:Open University Press. pp. 1-14.</p>
<p><a name="Blizzard_2010"></a>Blizzard Entertainment, I. (2010) <em>World of Warcraft(®) Subscriber Base Reaches 12 Million Worldwide,</em> [online]. Available from: <a href="http://eu.blizzard.com/en-gb/company/press/pressreleases.html?101007">http://eu.blizzard.com/en-gb/company/press/pressreleases.html?101007</a> (Accessed March 14, 2011).</p>
<p><a name="BARB_2011"></a>Broadcasters’ Audience Research Board. (2011) <em>Monthly Total Viewing Summary,</em> [online] Broadcasters’ Audience Research Board. Available from: <a href="http://www.barb.co.uk/report/monthlyViewing">http://www.barb.co.uk/report/monthlyViewing</a> (Accessed March 12, 2011).a</p>
<p><a name="Brown_2008a"></a>Brown, J.S. &amp; Thomas, D. (2008) ‘The Gamer Disposition’, <em>Harvard Business Review</em>, blog entry posted February 14, 2008. Available from <a href="http://blogs.hbr.org/cs/2008/02/the_gamer_disposition.html">http://blogs.hbr.org/cs/2008/02/the_gamer_disposition.html</a> (Accessed March 16, 2011).</p>
<p><a name="Brown_2008b"></a>Brown, J.S. &amp; Adler, R.P. (2008) ‘Minds on Fire: Open Education, the Long Tail, and Learning 2.0’ <em>EDUCAUSE Review</em>, 43 (1), [Online] Available from:<a href="http://connect.educause.edu/Library/EDUCAUSE+Review/MindsonFireOpenEducationt/45823">http://connect.educause.edu/Library/EDUCAUSE+Review/MindsonFireOpenEducationt/45823</a> (Accessed August 22, 2008).</p>
<p><a name="churches_2008"></a>Churches, A. (2008) <em>Bloom’s Digital Taxonomy,</em> [online] PDF. Available from:<a href="http://edorigami.wikispaces.com/Bloom's%20Digital%20Taxonomy">http://edorigami.wikispaces.com/Bloom&#8217;s%20Digital%20Taxonomy</a> (Accessed March 8, 2011).</p>
<p><a name="conner_2009"></a>Conner, M. (2009) <em>Introducing Informal Learning,</em> [online]. Available from: <a href="http://marciaconner.com/intros/informal.html">http://marciaconner.com/intros/informal.html</a>(Accessed June 11, 2009).</p>
<p><a name="ducheneaut_2007"></a>Ducheneaut, N. et al. (2007) ‘The Life And Death of Online Gaming Communities: A Look at Guilds in World of Warcraft’, in <em>Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (SIGCHI 2007)</em>, San Jose, CA, United States, April 28 &#8211; May 3, ACM. pp:839-848. Also available from: <a href="http://doi.acm.org/10.1145/1240624.1240750">http://doi.acm.org/10.1145/1240624.1240750</a>.</p>
<p><a name="ESA_2010"></a>Entertainment Software Association (2010) <em>2010 Essential Facts about the Comnputer and Video Game Industry,</em>Entertainment Software Association. Available from: <a href="http://www.theesa.com/facts/gameplayer.asp">http://www.theesa.com/facts/gameplayer.asp</a> (Accessed March 8, 2011).</p>
<p><a name="Gee_2007"></a>Gee, J.P. (2007) <em>What Video Games Have To Teach Us About Learning and Literacy.</em> 2nd edition. New York, NY, United States:Palgrave Macmillan.</p>
<p><a name="Gillepsie_2011"></a>Gillepsie, L. (2011) <em>World of Warcraft in School,</em> [online]. Available from:<a href="http://wowinschool.pbworks.com/w/page/5268731/FrontPage">http://wowinschool.pbworks.com/w/page/5268731/FrontPage</a> (Accessed March 14, 2011).</p>
<p><a name="Gladwell_2008"></a>Gladwell, M. (2008) <em>Outliers: The Story of Success.</em> Kindle edition. Penguin Group.</p>
<p><a name="Hagel_2009"></a>Hagel, J. &amp; Brown, J.S. (2009) ‘How World of Warcraft Promotes Innovation’ <em>Business Week Online</em>, January 14 [Online] Available from: <a href="http://www.businessweek.com/innovate/content/jan2009/id20090114_362962.htm">http://www.businessweek.com/innovate/content/jan2009/id20090114_362962.htm</a> (Accessed March 14, 2011).</p>
<p><a name="Hoyle_2009"></a>Hoyle, M.A. (2009) ‘World of Warcraft and Me: A True Confession’, <em>E1n1verse &#8211; WoW, Learning, and Teaching by Michelle A. Hoyle</em>, blog entry posted August 4, 2009. Available from: <a href="http://einiverse.eingang.org/2009/08/04/world-of-warcraft-and-me-a-true-confession/">http://einiverse.eingang.org/2009/08/04/world-of-warcraft-and-me-a-true-confession/</a> (Accessed July 15, 2010).</p>
<p><a name="Irdeen_2010"></a>Irdeen, Myndflame &amp; Gameriot. (2010) <em>Boom de Yada WoW &#8211; Eng Subtitles,</em> [online] Video, YouTube. Available from:<a href="http://www.youtube.com/watch?v=oOZBU257ERE">http://www.youtube.com/watch?v=oOZBU257ERE</a> (Accessed March 14, 2011).</p>
<p><a name="Jenkins_2004"></a>Jenkins, H. (2004) ‘Reality Bytes: Eight Myths about Video Games Debunked’, <em>The Video Game Revolution</em>, blog entry posted 2004. Available from: <a href="http://www.pbs.org/kcts/videogamerevolution/impact/myths.html">http://www.pbs.org/kcts/videogamerevolution/impact/myths.html</a> (Accessed March 8, 2011).</p>
<p><a name="Krathwohl_2002"></a>Krathwohl, D.R. (2002) ‘A Revision of Bloom’s Taxonomy: An Overview’ <em>Theory into Practice</em>, 41 (4), [Online] Available from: <a href="http://dx.doi.org/10.1207/s15430421tip4104_2">http://dx.doi.org/10.1207/s15430421tip4104_2</a> (Accessed March 8, 2011).</p>
<p><a name="Lazzaro_2004"></a>Lazzaro, N. (2004) <em>Why We Play Games: Four Keys to More Emotion without Story, </em>XEODesign, Inc. Available from:<a href="http://www.xeodesign.com/whyweplaygames/xeodesign_whyweplaygames.pdf">http://www.xeodesign.com/whyweplaygames/xeodesign_whyweplaygames.pdf</a> (Accessed February 12, 2011).</p>
<p><a name="Lenhart_2008"></a>Lenhart, A. et al. (2008) <em>Teens, Video Games, and Civics, </em>Pew Internet &amp; American Life Project. Available from:<a href="http://www.pewinternet.org/Reports/2008/Teens-Video-Games-and-Civics.aspx">http://www.pewinternet.org/Reports/2008/Teens-Video-Games-and-Civics.aspx</a> (Accessed February 21, 2010).</p>
<p><a name="McGonigal_2011a"></a>McGonigal, J. (2011a) ‘Introduction’, in <em>Reality Is Broken: Why Games Make Us Better and How They Can Change the World, </em>Kindle edition. Vintage Digital.</p>
<p><a name="McGonigal_2011b"></a>McGonigal, J. (2011b) ‘Chapter 1: What Exactly Is a Game?’, in <em>Reality Is Broken: Why Games Make Us Better and How They Can Change the World, </em>Kindle edition. Vintage Digital.</p>
<p><a name="McGonigal_2011c"></a>McGonigal, J. (2011c) ‘Chapter 2: The Rise of the Happiness Engineers’, in <em>Reality Is Broken: Why Games Make Us Better and How They Can Change the World, </em>Kindle edition. Vintage Digital.</p>
<p><a name="McGonigal_2011d"></a>McGonigal, J. (2011d) ‘Chapter 3: More Satisfying Work’, in <em>Reality Is Broken: Why Games Make Us Better and How They Can Change the World, </em>Kindle edition. Vintage Digital.</p>
<p><a name="McNiff_2002"></a>McNiff, J. (2002) <em>Action Research for Professional Development: Concise Advice to New Action Researchers,</em> 3rd edition, [Online] Available from: <a href="http://www.jeanmcniff.com/booklet1.html">http://www.jeanmcniff.com/booklet1.html</a> (Accessed June 23, 2010).</p>
<p><a name="Meloni_2010"></a>Meloni, W. (2010) ‘The Next Frontier &#8211; Female Gaming Demographics’, <em>Gamasutra</em>, blog entry posted 2010. Available from:<a href="http://www.gamasutra.com/blogs/WandaMeloni/20100330/4812/The_Next_Frontier__Female_Gaming_Demographics.php">http://www.gamasutra.com/blogs/WandaMeloni/20100330/4812/The_Next_Frontier__Female_Gaming_Demographics.php</a></p>
<p><a name="Momsen_2010"></a>Momsen, J.L. et al. (2010) ‘Just the Facts? Introductory Undergraduate Biology Courses Focus on Low-Level Cognitive Skills’, <em>CBE-Life Sciences Education</em>, 9 (Winter 2010), pp:435-440. Also available from: <a href="http://dx.doi.org/10.1187/cbe.10-01-0001">http://dx.doi.org/10.1187/cbe.10-01-0001</a> (Accessed March 14, 2011).</p>
<p><a name="NPR_2011"></a>NPR Staff. (2011) <em>A Lack of Rigor Leaves Students ‘Adrift’ in College,</em> [online] NPR. Available from:<a href="http://www.npr.org/2011/02/09/133310978/in-college-a-lack-of-rigor-leaves-students-adrift">http://www.npr.org/2011/02/09/133310978/in-college-a-lack-of-rigor-leaves-students-adrift</a> (Accessed March 14, 2011).</p>
<p><a name="SPDS_n.d."></a>South Park Digital Studios. (n.d.) <em>South Park Studios UK and Ireland &#8211; Preparing for Battle,</em> [online] Clip from Season 10, Episode 8. Available from: <a href="http://www.southparkstudios.co.uk/clips/sp_vid_155271/">http://www.southparkstudios.co.uk/clips/sp_vid_155271/</a> (Accessed March 11, 2011).</p>
<p><a name="Nielsen_2009"></a>The Nielsen Company. (2009) ‘Average TV Viewing for 2008-09 TV Season at All-Time High’, <em>Nielsen Wire</em>, blog entry posted November 10, 2009, 2009. Available from: <a href="http://blog.nielsen.com/nielsenwire/media_entertainment/average-tv-viewing-for-2008-09-tv-season-at-all-time-high/">http://blog.nielsen.com/nielsenwire/media_entertainment/average-tv-viewing-for-2008-09-tv-season-at-all-time-high/</a> (Accessed March 12, 2011).</p>
<p><a name="Wenger_2008"></a>Wenger, E. (2008) <em>Communities of Practice: Learning, Meaning, and Identity.</em> New York, NY, United States:Cambridge University Press.</p>
<p><a name="Wenger_2006"></a>Wenger, E. (2006) <em>Communities of Practice: A Brief Introduction,</em> [online] web page. Available from:<a href="http://www.ewenger.com/theory/index.htm">http://www.ewenger.com/theory/index.htm</a> (Accessed February 21, 2010).</p>
<p>Wikipedia. (2011) <em>Wide World of Sports (U.S. TV Series),</em> [online] Wikipedia. Available from:<a href="http://en.wikipedia.org/wiki/Wide_World_of_Sports_(U.S._TV_series">http://en.wikipedia.org/wiki/Wide_World_of_Sports_(U.S._TV_series</a>) (Accessed March 16, 2011).</p>
<p><a name="WoWHead_2011"></a>WoWHead. (2011) <em>WoWHead: Database: Quests,</em> [online]. Available from: <a href="http://www.wowhead.com/quests">http://www.wowhead.com/quests</a> (Accessed March 16, 2011).</p>
<p><a name="Yee_2004"></a>Yee, N. (2004) <em>Player Demographics</em>, [online] The Daedalus Gateway. Available from: <a href="http://www.nickyee.com/daedalus/gateway_demographics.html">http://www.nickyee.com/daedalus/gateway_demographics.html</a> (Accessed March 14, 2011).</p>
<p><a name="Yee_2005a"></a>Yee, N. (2005a) <em>Playing with Someone</em>, [online] The Daedalus Gateway. Available from: <a href="http://www.nickyee.com/daedalus/archives/001468.php">http://www.nickyee.com/daedalus/archives/001468.php</a> (Accessed March 14, 2011).</p>
<p><a name="Yee_2005b"></a>Yee, N. (2005b) <em>WoW Basic Demographics</em>, [online] The Daedalus Gateway. Available from: <a href="http://www.nickyee.com/daedalus/archives/001365.php">http://www.nickyee.com/daedalus/archives/001365.php</a> (Accessed November 2, 2011).</p>
<p>Yee, N. (2005c) <em>MMORPG Hours vs. TV Hours</em>, [online]. The Daedalus Project. Available from: <a href="http://www.nickyee.com/daedalus/archives/000891.php">http://www.nickyee.com/daedalus/archives/000891.php</a> (Accessed February 21, 2010).</p>
<p><a name="Yee_2008"></a>Yee, N. (2008) <em>The Daedulus Project,</em> [online]. Available from: <a href="http://www.nickyee.com/daedalus/docs/shared-data.php">http://www.nickyee.com/daedalus/docs/shared-data.php</a>(Accessed February 16, 2011).</p>
<h2>Citing</h2>
<p>Here are author-date references for the different versions of this material:</p>
<ul>
<li>Original talk: Hoyle, M.A. (2011) ‘Persist or Die! Learning in World of Warcraft’, presented at Game To Learn: Take 2, Dundee, Scotland, March 17 &#8211; March 19. Also available from: <a href="http://www.slideshare.net/Eingang/persist-or-die-learning-in-world-of-warcraft">http://www.slideshare.net/Eingang/persist-or-die-learning-in-world-of-warcraft</a>.</li>
<li>Slides: Hoyle, M.A. (2011) <em>Persist or Die! Learning in World of Warcraft</em>, [online] Slide presentation (with notes). Available from: <a href="http://www.slideshare.net/Eingang/persist-or-die-learning-in-world-of-warcraft">http://www.slideshare.net/Eingang/persist-or-die-learning-in-world-of-warcraft</a>.</li>
<li>This version: Hoyle, M.A. (2012) ‘Persist or Die! Learning in World of Warcraft’. <em>WoW, Learning, and Teaching by Michelle A. Hoyle</em> blog entry posted August 8, 2012. Available from: <a href="/2012/08/08/persist-or-die/">http://einiverse.eingang.org//2012/08/08/persist-or-die/</a>.</li>
<li>PDF blog version: Hoyle, M.A. (2011) <em>Persist or Die! Learning in World of Warcraft</em>. Available from: <a href="/files/2012/08/Hoyle_2011_Persist_or_Die.pdf">http://einiverse.eingang.org/files/2012/08/Hoyle_2011_Persist_or_Die.pdf</a>.</li>
</ul>
<h2>Version Information</h2>
<ul>
<li>V3, November 28, 2011: Fixed the various Yee citations to point at the correct articles and references. Fixed some conversion errors (but posted July 14, 2012 on WoWLearning.org and August 8, 2012 on Einiverse.eingang.org).</li>
<li>V2, September 23, 2011: Fixed some conversion errors.</li>
<li>V1, September 16, 2011: Original version.</li>
</ul>
]]></content:encoded>
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		<title>The 2008 H810 Interview Presentation</title>
		<link>http://einiverse.eingang.org/2008/08/25/the-2008-h810-interview-presentation/</link>
		<comments>http://einiverse.eingang.org/2008/08/25/the-2008-h810-interview-presentation/#comments</comments>
		<pubDate>Mon, 25 Aug 2008 20:46:35 +0000</pubDate>
		<dc:creator>Eingang</dc:creator>
				<category><![CDATA[downloads]]></category>
		<category><![CDATA[talks]]></category>
		<category><![CDATA[teaching]]></category>
		<category><![CDATA[accessibility]]></category>
		<category><![CDATA[e-learning]]></category>
		<category><![CDATA[H810]]></category>
		<category><![CDATA[learning]]></category>
		<category><![CDATA[Open University]]></category>
		<category><![CDATA[web 2.0]]></category>

		<guid isPermaLink="false">http://einiverse.eingang.org/blogs/2008/08/25/the-2008-h810-interview-presentation/</guid>
		<description><![CDATA[Slides for my August 18th interview presentation on the "Challenges Affecting Disabled in E-Learning".  Topics covered include Learning 2.0, Web 2.0, and lifelong learning.  Learning 2.0 makes e-learning an opportunity for the disabled.]]></description>
			<content:encoded><![CDATA[<p><img src="http://einiverse.eingang.org/archives/H810-Interview-001.jpg" alt="Title Slide" align="center" width="400" height="300" /></p>
<p>
These are my slides for my August 19th interview presentation. I was given the remit of presenting a five- to ten-minute presentation on the &#8220;Challenges Affecting Disabled in E-Learning&#8221;. The interview was for an associate lecturer position on the new <a href="http://www3.open.ac.uk/courses/bin/p12.dll?C01H810" class="einlink" target="_new">H810: Accessible online learning: supporting disabled students</a> postgraduate course, part of the M.A. in online distance education.  Each slide has been annotated based on my presentation preparation notes.   A <a href="#h810downloads">downloadable version</a> is available. </p>
</p>
<p><span id="more-73"></span></p>
<hr />
<div class="einTable">
<div align="center">
<img src="http://einiverse.eingang.org/archives/H810-Interview-001.jpg" alt="Title Slide" align="center" />
</div>
<div class="captionTitle">
<p>Title Slide
</p>
</div>
<div class="captionText">
<p>
Title slide for my August 19th interview presentation. I was given the remit of presenting a five- to ten-minute presentation on the &#8220;Challenges Affecting Disabled in E-Learning&#8221;. The interview was for an associate lecturer position on the new <a href="http://www3.open.ac.uk/courses/bin/p12.dll?C01H810" class="einlink" target="_new">H810: Accessible online learning: supporting disabled students</a> postgraduate course, part of the M.A. in online distance education.
</p>
</div>
</div>
<div class="einTable">
<div align="center">
<img src="http://einiverse.eingang.org/archives/H810-Interview-002.jpg" alt="E-Learning Challenges Slide" />
</div>
<div class="captionTitle">
<p>
E-Learning Challenges</p>
</div>
<div class="captionText">
<p>
I ran across this paper from <i>Educause Quarterly</i> by John Campbell and Diana Oblinger about the top ten challenges for teaching and learning for 2007. I guess they had to wait until 2007 was almost over before knowing what those challenges were because this didn&#8217;t appear until November.
</p>
<p>
I was particularly struck by issue number four: &#8220;Selecting Models and Strategies for E-Learning&#8221;. One of the key questions posed there was &#8220;What are the learners&#8217; characteristics (educational preparation, desired outcomes, preferred delivery modality, technology, skills, services, and support needed?&#8221; This was intended for general e-learning, but I think it&#8217;s even more important to e-learning for the disabled.
</p>
</div>
</div>
<div class="einTable">
<div align="center">
<img src="http://einiverse.eingang.org/archives/H810-Interview-003.jpg" alt="Range of Disabilities Slide" />
</div>
<div class="captionTitle">
<p>
Range of Disabilities</p>
</div>
<div class="captionText">
<p>
There&#8217;s a wide spectrum of disabilities that people might present with in<br />
higher education, especially with e-learning.
</p>
<p>
Many people, when thinking about disabilities, probably think of the more<br />
common, visible disabilities in the lower left-hand quadrant: sensory<br />
disabilities, like hearing impairments, visual impairments &#8212; including<br />
colour blindness &#8212; and speech impairments; or perhaps they think of<br />
the various kinds of mobility impairments: quadriplegics or paraplegics.
</p>
<p> I&#8217;d rather focus on the more unusual or &#8220;invisible&#8221; disabilities.  For example,<br />
I think we should include RSI &#8212; repetitive stress injury &#8211;<br />
as that&#8217;s a mobility disability that&#8217;s affecting an increasing number<br />
of people and presents issues for e-learning.
</p>
<p>
In the upper left-hand corner, I have the autistic spectrum, with<br />
Aspergers, autism, and attention deficit hyperactivity disorder,<br />
which I have myself.  These bring with them their own requirements for<br />
information presentation and processing.
</p>
<p>
Finally, in the right-hand quadrant, the various learning<br />
disabilities, many of which may co-occur with disorders in the<br />
autistic spectrum: dyslexia, dyscalculia &#8212; difficulty in learning or<br />
understanding mathematics &#8212; dysgraphia&#8211;difficulty in the ability to write &#8212; and<br />
dyspraxia, the partial loss of the ability to coordinate and perform certain<br />
purposeful movements and gestures.
</p>
<p>
I have specifically omitted mental disorders like bipolar disorder and<br />
depression, as they don&#8217;t affect the presentation or access to learning so<br />
much.
</p>
</div>
</div>
<div class="einTable">
<div align="center">
<img src="http://einiverse.eingang.org/archives/H810-Interview-004.jpg" alt="Challenges Slide #1" />
</div>
<div class="captionTitle">
<p>
Challenges (1)</p>
</div>
<div class="captionText">
<p>
So what are some of the challenges affecting the disabled in e-learning?  One of them is the variety of interfaces and how accessible those interfaces are to<br />
various disabilities.
</p>
<p>
At the top we have Plurk, a microblogging service like Twitter,<br />
where you have 140 characters to explore what you&#8217;re doing now.  Unlike<br />
Twitter, Plurk is threaded (see the threaded example inset) and is<br />
displayed on a timeline.  The interface, though, is quirky and<br />
difficult to use by non-disabled on portable devices, like the iPhone.<br />
If you had a mobility problem, with all the fine clicking and<br />
moving of the mouse to choose between different threads, Plurk would be<br />
very difficult to use.  Twitter, in comparison, is very linear, and accessible<br />
to people on different devices and those using assistive software.
</p>
<p> On the bottom is Seesmic&#8217;s interface.  Seesmic is a video blogging or<br />
a video conversation site.</p>
<p>Some of the interface issues can be overcome by better design.  Unfortunately,<br />
we don&#8217;t always have control over the design of materials used in e-learning.<br />
I just read about a new adaptive interface system called Supple, presented by<br />
Dan Weld et al. at this year&#8217;s AAAI convention in Chicago in July.   If you&#8217;ve<br />
ever used a Palm Pilot, you might recall that the first thing it asks you to do<br />
is tap the screen in various corners, so it can calibrate how accurate you are<br />
pointing on the screen with the stylus.  Supple does something similar but<br />
with user interfaces and then can rearrange the interface elements to accommodate<br />
motor problems, for example.  Dan Weld&#8217;s team indicated that one of potential<br />
application areas for this was web pages and I know that Niall Sclater at the Open University is already interested in it for exactly that.
</p>
</div>
</div>
<div class="einTable">
<div align="center">
<img src="http://einiverse.eingang.org/archives/H810-Interview-005.jpg" alt="Challenges Slide #2" />
</div>
<div class="captionTitle">
<p>
Challenges (2)</p>
</div>
<div class="captionText">
<p>
Closely related to different interfaces is the multiple methods of<br />
content delivery possible in e-learning: slides, spreadsheets,<br />
PDF documents, word processing documents, and audio-video<br />
presentations.  Each of which presents its own accessibility issues.
</p>
<p> Some of them require special equipment, like book readers or<br />
screen readers or mobility assist devices to aid in pointing, typing,<br />
or clicking.  Some of this equipment is very expensive, so there&#8217;s an<br />
issue of financial accessibility as well.
</p>
</div>
</div>
<div class="einTable">
<div align="center">
<img src="http://einiverse.eingang.org/archives/H810-Interview-006.jpg" alt="Challenges Slide #3" />
</div>
<div class="captionTitle">
<p>
Challenges (3)</p>
</div>
<div class="captionText">
<p>
Once media accessibility has been addressed, there are still the traditional<br />
issues around content support.  This is a challenge that all students<br />
face.
</p>
<p>Disabled students may also have a challenge in finding adequate support<br />
for their specialized assistive software or equipment.  At the Open<br />
University, a student&#8217;s tutor is often their first port of call for problems,<br />
so it&#8217;s not unreasonable to expect some ideas about how to solve common<br />
technical issues or know where to point students for help.
</p>
</div>
</div>
<div class="einTable">
<div align="center">
<img src="http://einiverse.eingang.org/archives/H810-Interview-007.jpg" alt="Challenges Slide #4" />
</div>
<div class="captionTitle">
<p>
Challenges (4)</p>
</div>
<div class="captionText">
<p>
More so than other students, disabled students are more likely to<br />
suffer from emotional issues related to returning to study or<br />
taking university courses via distance education.  That might include<br />
doing too much or too little, perfectionism (not that I know anything<br />
about that!), not wanting to be a special case, confidence, and<br />
self-image problems.  The last three are particularly common.
</p>
</div>
</div>
<div class="einTable">
<div align="center">
<img src="http://einiverse.eingang.org/archives/H810-Interview-008.jpg" alt="Challenges Slide #5" />
</div>
<div class="captionTitle">
<p>
Challenges (5)</p>
</div>
<div class="captionText">
<p>
A familiar problem to everyone in distance education is that of<br />
students feeling isolated.  This is a not-so-familiar problem for<br />
undergraduate students at traditional bricks-and-mortar institutions<br />
and very familiar for many disabled who may have spent a lifetime already<br />
feeling &#8220;different&#8221; and left out.
</p>
<p>The good news here is that a lot of the isolation can be overcome<br />
with Learning 2.0, a topic I&#8217;ll return to later on in the presentation.
</p>
</div>
</div>
<div class="einTable">
<div align="center">
<img src="http://einiverse.eingang.org/archives/H810-Interview-009.jpg" alt="Modes of Delivery Slide" />
</div>
<div class="captionTitle">
<p>
Modes of Delivery</p>
</div>
<div class="captionText">
<p>
E-learning modes of content delivery can be broken down into<br />
three areas: Web 2.0, Web 1.0, and printed materials.  Web 2.0 can be<br />
thought of as the new, more interactive types of web site and<br />
online activities: Plurk/Twitter, blogs and wikis, Second Life, the video<br />
sites like Seesmic, YouTube, and Flickr.  It can also include things<br />
like podcasts, an area the Open University has recently joined in<br />
partnership with iTunes U. These allow people to create content, often<br />
collaboratively, and then easily share it with others who may then<br />
modify it or comment on it.
</p>
<p>Web 1.0 is typified by traditional, static web pages,<br />
converted PowerPoint presentations, and PDF documents.  The possibilities for<br />
interactivity are very minimal.  This is a very traditional and common way<br />
of presenting material online and probably not about to be supplanted<br />
completely by Web 2.0 applications in the near future.
</p>
<p>And, as much as we&#8217;d like to claim we&#8217;re a paperless university, the<br />
truth of the matter is we still have books and other printed materials.<br />
Web-based content can be made accessible sometimes with screen readers. Even<br />
with book readers, though, sometimes printed content is inaccessible.  For example,<br />
on TT281, our course text had commentary in inset blocks and code on the rest<br />
of the page.  Our blind student was unable to &#8220;read&#8221; the book satisfactory because<br />
of the layout.  We contacted the publisher but, because of when we were first<br />
alerted to the problem, there was insufficient time to have something appropriate<br />
made available.</p>
<p>I just read about two recent initiatives by JISC TechDis, the Publishers<br />
Association, and the RNIB that might help in such situations.  The first is<br />
&#8220;Publisher Lookup UK&#8221; where participating publishers provide contact<br />
addresses for having special arrangements of their materials made available.<br />
The second initiative is a guide to obtaining textbooks in alternative forms,<br />
providing advice on where to go, what to expect, and what questions to ask.</p>
</div>
</div>
<div class="einTable">
<div align="center">
<img src="http://einiverse.eingang.org/archives/H810-Interview-010.jpg" alt="Modes of Delivery Slide" />
</div>
<div class="captionTitle">
<p>
Long-Tail Learning</p>
</div>
<div class="captionText">
<p>
Wikis, blogs, and social networking sites can help form the backbone of<br />
Learning 2.0, synonymous with long-tail learning.  I first read about this<br />
back in January this year in another <i>Educause</i> article called<br />
&#8220;<i>Minds on Fire: Open Education, the Long Tail and Learning 2.0</i>&#8220;.<br />
In this article, Brown et al. discuss how 80% of sales in a bookstore<br />
come from 20% of the titles.  That&#8217;s the fat part of the &#8220;tail.&#8221;  Amazon,<br />
Chapters, and Borders turned that around by offering a huge selection, so<br />
large that the majority of their sales actually comes from the &#8220;long tail&#8221; of the<br />
sales curve.  In education, content delivery is the fat part of the &#8220;tail&#8221;<br />
but the &#8220;long tail&#8221; comes from people&#8217;s interactions with learning and knowledge.</p>
<p>So in &#8220;long-tail learning&#8221;, Brown says that learning is a social activity<br />
and that understanding is socially constructed.  This is contrasted with<br />
E-Learn 1.0, which was<br />
Cartesian learning, where knowledge is substance.  That is, teachers<br />
impart &#8220;knowledge&#8221; to their students who somehow &#8220;learn it&#8221;.  Learning is a<br />
commodity to be boxed up and distributed.</p>
<p>Social networks are a strong, positive force here, especially for the disabled<br />
as they&#8217;re not restricted from participating by their disabilities, unlike<br />
possibly real-world social networking.  We know that students benefit from<br />
study groups, because they engage more with the material.  Blogs, wikis, and<br />
social networks offer a powerful opportunity for the disabled.</p>
</div>
</div>
<div class="einTable">
<div align="center">
<img src="http://einiverse.eingang.org/archives/H810-Interview-011.jpg" alt="E-Learn 2.0 Opportunity Slide" />
</div>
<div class="captionTitle">
<p>
E-Learn 2.0 Opportunity</p>
</div>
<div class="captionText">
<p>
I think e-learning for the disabled isn&#8217;t so much a challenge as<br />
an opportunity to provide a level playing field.  However, that<br />
opportunity will only be there if we remember certain things.<br />
The first is to adhere to standards, like those<br />
proposed by the W3C Web Accessibility Initiative and WebAIM.  Stay away from technologies that are accessibility unfriendly, like<br />
Flash, or provide alternative access to the content if it&#8217;s core to the<br />
learning experience.</p>
<p>It&#8217;s an opportunity if we focus on accessibility, both in terms of<br />
access to the content and in terms of the content itself.  I haven&#8217;t spoken a lot about web-based<br />
accessibility as I teach courses here at the Open University and author<br />
course content on it, discussed in my original application and in my CV, but<br />
I will add the following comments about content: write<br />
clearly and comprehensibly, and use white space appropriately; engage in sensible paragraph planning paragraphs for<br />
those with attentional or focussing difficulties.  Accessibility<br />
isn&#8217;t just about the disabled.   Paying attention to these details<br />
benefits everyone.</p>
<p>Finally, it&#8217;s an opportunity if we remember our primary motivation:</p>
</div>
</div>
<div class="einTable">
<div align="center">
<img src="http://einiverse.eingang.org/archives/H810-Interview-012.jpg" alt="Primary Motivation Slide" />
</div>
<div class="captionTitle">
<p>
Primary Motivation</p>
</div>
<div class="captionText">
<p>
Teach, yes, but also foster a willingness (and ability) to learn and to continue<br />
to learn.</p>
<p>In conclusion, lifelong learning is compatible with long-tail learning.  Social networks can go on long after the &#8220;course&#8221; ends.  E-learning does have challenges for the disabled, but it&#8217;s also a<br />
great opportunity to move forward by using E-Learn 2.0 and Web 2.0 in a<br />
focussed, accessible way.</p>
</div>
</div>
<div class="einTable">
<div class="captionTitle">
<p>
Contact Details</p>
</div>
<div class="captionText">
<p>
Michelle A. Hoyle &#8212; August 19th, 2008.  <br />
http://einiverse.eingang.org/ <br />
eingang AT sussex DOT ac DOT uk</p>
</div>
</div>
<p><a name="h810downloads" /></p>
<p><strong>Downloadable Resources:</strong><br />
- <a href="/publications/2008H810-interview-presentation.pdf" title="H810 Interview Presentation as A4 PDF Pages">A4 PDF Version of H810 Interview Talk on Challenges Affecting the Disabled in E-Learning</a> (1.5 MB)</p>
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		<item>
		<title>[Moo!  Mackie&#039;s Makes It]</title>
		<link>http://einiverse.eingang.org/2004/10/06/moo-mackies-makes-it/</link>
		<comments>http://einiverse.eingang.org/2004/10/06/moo-mackies-makes-it/#comments</comments>
		<pubDate>Wed, 06 Oct 2004 15:58:40 +0000</pubDate>
		<dc:creator>Eingang</dc:creator>
				<category><![CDATA[talks]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[HCT Talk]]></category>
		<category><![CDATA[robots]]></category>
		<category><![CDATA[usability]]></category>

		<guid isPermaLink="false">http://einiverse.eingang.org/blogs/2004/10/06/moo-mackies-makes-it/</guid>
		<description><![CDATA[One fascinating case studies was about Mackie's robot milking machines. Mackie's was interested in increasing milk yields and decreasing the cost of human labour required to obtain the milk.  Cows could be milked when they wanted to be milked. Good for the cows.  Good for Mackie's.  Good for the ice-cream too.]]></description>
			<content:encoded><![CDATA[<p><a href="http://webdb.ucs.ed.ac.uk/management/people/JamesFleck.html" title="More about Professor Fleck, University of Edinburgh">Professor James Fleck</a> visited the  <a href="http://www.cogs.susx.ac.uk/ideas/" title="The IDEAs Lab home page">IDEAs </a> lab on June 4th, 2004 from the <a href="http://www.managementschool.ed.ac.uk/home.html" title="Management School at University of Edinburgh">Management School and Economics</a> at the University of Edinburgh, to present a talk on &#8220;Processes of Innovation and Design for Usability&#8221;.</p>
<p>This was  a very interesting seminar, if not immediately relevant to my own research.  Not only was some of the content fascinating, but the method of presentation was also novel.  Professor Flack uses mindmapping software to prepare his presentation and then uses the mindmap as a navigation tool during the presentation.  By clicking on a mindmap element, a separate page would be opened where he could explore that concept in detail or perhaps an image clip launched.</p>
<p>Here, belatedly, are a copy of the abstract and my notes from the seminar.</p>
<h4>Abstract:</h4>
<blockquote>
<p>In this seminar I will outline a range of theories of innovation within the broader context of technological development, to draw lessons about how the design process may be facilitated or constrained, especially with regard to usability. The discussion will be grounded with reflections about several empirical cases. These will include the design of a particular &#8220;smart Product&#8221; (Persona&#8211;the electronic contraceptive) and the development of a &#8220;Personal Learning Appliance&#8221; for a new e-learning initiative at Edinburgh (The Global Innovation MBA&#8211;GIMBA).</p>
<p>Conclusions will address the need for practical trialling; the need for mapping the space of behavioural interactions (behavioural ergonomics?) and the need to overcome &#8220;default satisficing behaviour&#8221; among prospective users.</p>
</blockquote>
<p><span id="more-65"></span></p>
<h4>Notes:</h4>
<p>Technology, according to <a href="http://mitpress.mit.edu/catalog/author/default.asp?aid=656" title="Books on Technology and Meaning by Pacey from MIT Press">Pacey</a>, is only successful when technological, cultural, and organizational components are all in place.  Ownership, for example, in the case of a water well is important in keeping the pump running and maintained.   This is one theoretical underpinning to understanding the process of innovation and designing for usability.  </p>
<p>One of the fascinating case studies that Professor Fleck discussed was about the robot milking machines.  <a href="http://www.mackies.co.uk/" title="Mackie's of Scotland ice-cream">Mackie&#8217;s of Scotland</a> make ice-cream from the milk of their own Jersey herd.  They were interested in increasing milk yields and decreasing the cost of human labour required to obtain the milk.  They implemented a series of portable robotic milking stations in the fields.   Using RFID or some such similar technology, when a cow comes to the milking station, she can be identified and the milking station automatically configures itself to milk that particular cow.   Milk yields rose by 19% in the first year.  It took the cows three months to adjust to the new system.  It took the human staff almost a year.   It was easy for the cows to adjust to because it required very little training on their part.  They went to get food when they were hungry.  They went to be milked when they felt full.  The process here also had an unintended side benefit.  While the primary goal was to increase milk yields, because the opportunities for human intervention in the supply chain (milk to ice-cream) were significantly reduced, the liability was subsantially reduced.  Their cost of implementation was quickly repaid by the savings on the liability alone.  Good for the cows.  Good for Mackie&#8217;s.  Good for the ice-cream too.</p>
<p>One problem of implementing new technology is that people are reluctant to change their behaviour of usage beyond what works for them.  Professor Fleck called this &#8220;default satisficing behaviour.&#8221;  In many cases, this manifests iteself as resistence to learning anything beyond basis usage of a piece of technology.  Innovation and technology requires many components (bits and pieces from many seemingly unrelated fields) and customer context is important.</p>
<p>With respect to learning, we need to realize that in a bricks-and-mortar university, learning is an interaction between the instructor and the students, not between the student and the materials.</p>
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		<title>Conceptual Change</title>
		<link>http://einiverse.eingang.org/2004/06/04/conceptual-change/</link>
		<comments>http://einiverse.eingang.org/2004/06/04/conceptual-change/#comments</comments>
		<pubDate>Fri, 04 Jun 2004 12:07:49 +0000</pubDate>
		<dc:creator>Eingang</dc:creator>
				<category><![CDATA[networking]]></category>
		<category><![CDATA[talks]]></category>
		<category><![CDATA[teaching]]></category>
		<category><![CDATA[conceptual change]]></category>
		<category><![CDATA[learning]]></category>
		<category><![CDATA[model building]]></category>
		<category><![CDATA[problem solving]]></category>

		<guid isPermaLink="false">http://einiverse.eingang.org/blogs/2004/06/04/conceptual-change/</guid>
		<description><![CDATA[David Jonassen researches (among other things) the use of technology in educational settings to improve understanding.  He recently visited the IDEAs lab and gave a talk entitled "Model-Building for Conceptual Change (Cognitive Tools in Action)"  This is synospsis of my understanding of the key points of his talk.]]></description>
			<content:encoded><![CDATA[<p><a href="http://tiger.coe.missouri.edu/~jonassen/" title="David Jonassen's personal and professional research pages">David Jonassen</a> visited the  <a href="http://www.cogs.susx.ac.uk/ideas/" title="The IDEAs Lab home page">IDEAs </a> lab on May 11th from the <a href="http://www.missouri.edu/" title="University of Missouri-Columbia home page">University of Missouri</a> to present a talk on &#8220;Model-Building for Conceptual Change (Cognitive Tools in Action)&#8221;.  While this isn&#8217;t (or so I thought) related to my own research or interests in any way, we were all encouraged to attend if possible and I&#8217;m always interested in talks about learning in general.  Here, belatedly, is a synopsis of my understanding of his presentation.<br />
The key underlying principle seemed to emphasize having people fail in their problem solving attempt at some issue because then <em>conceptual change</em> has a change to be engaged and then students will learn.  This failure need not be catastrophic; in fact, it probably should not be, I would say, or the failure would foster a strong sense of discouragement, which is not going to get a student into the &#8220;learning zone.&#8221;   So, how do you put students into a non-threatening environment where they can safely experiment and fail?  David Jonassen&#8217;s idea was to encourage them to engage in model building which demonstrates their conceptual understanding of the problem/issue at hand.  When learners build models,their understanding of the problem domain is deepened because you cannot model what you do not understand.  Model building also allows you, as the instructor, to view the learner&#8217;s level of conceptual change as their models evolve.  It is therefore possible to assess their underlying understanding without resorting to formal assessment tests.  Finally, David Jonassen suggested that model building also improves critical reasoning and thinking because model building forces the model builder to examine the process and problem solving methodology.<br />
David Jonassen researches (among other things) the use of technology in educational settings to improve understanding.  More information on his approaches to problem solving are available from on the following web site page: <a href="http://tiger.coe.missouri.edu/~jonassen/PB.htm" title="David Jonassen and Problem Solving Research"> http://tiger.coe.missouri.edu/~jonassen/PB.htm</a>.</p>
<p><span id="more-59"></span><br />
I think this is some interesting research, but obviously not applicable to every learning situation.  Physical processes, like volcanos, weather, chemical reactions, etc. are very appropriate for model building.  Or maybe I just need to change my understanding of what constitutes a model?  For example, I&#8217;m teaching students how to program in JavaScript.  In a way, a program is sort of like a model and we give students programming projects where they model some kind of answer to a stated problem to demonstrate their understanding of the process.  Most students do not implement the solution correctly intially, so they need to refine their understanding of the problem and its solution over several iterations.  Failure is forcing them into a state of conceptual change and as they repair their assumptions and their &#8220;model&#8221; code, they are learning valuable lessons about what works and the process of both developing and fixing.  I guess, in fact, I&#8217;ve been doing this all along; I just didn&#8217;t have a name for it!</p>
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