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	<title>E1n1verse</title>
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	<link>http://einiverse.eingang.org</link>
	<description>WoW, Learning, and Teaching by Michelle A. Hoyle</description>
	<lastBuildDate>Fri, 26 Oct 2012 16:25:38 +0000</lastBuildDate>
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		<title>The Great OU Dropbox Space Race. Join In!</title>
		<link>http://einiverse.eingang.org/2012/10/26/the-great-ou-dropbox-space-race-join-in/</link>
		<comments>http://einiverse.eingang.org/2012/10/26/the-great-ou-dropbox-space-race-join-in/#comments</comments>
		<pubDate>Fri, 26 Oct 2012 15:16:31 +0000</pubDate>
		<dc:creator>Eingang</dc:creator>
				<category><![CDATA[tools]]></category>
		<category><![CDATA[applications]]></category>
		<category><![CDATA[Open University]]></category>
		<category><![CDATA[planetou]]></category>

		<guid isPermaLink="false">http://einiverse.eingang.org/?p=866</guid>
		<description><![CDATA[Sign up or sign in to DropBox and add your OU account to get 3 GB of space for 2 years + space based on number of OU participants!]]></description>
			<content:encoded><![CDATA[<div class="alignright" style="width:400px;">
<p><img src="http://einiverse.eingang.org/files/2012/10/rocket-splash.jpg" alt="Shuttle blasting off into space from a Dropbox launchpad" /><br /> <span class="attribution">Credit: Image copyrighted/owned by Dropbox</span></p>
</div>
<p>Most people have probably heard of the handy cross-platform <a href="http://dropbox.com/">Dropbox</a> shared folder service. It allows you to designate a folder on your Mac or PC and access the contents of that folder from other devices using the web or dedicated client software. Clients exist for iPhones/iPads, Android devices, and many major operating systems. Many applications have Dropbox support baked right in, too. All in all, it&#8217;s quite handy and simple to use. I know many students and academics already use it frequently.</p>
<p>The reason I mention it now is because Dropbox, a freemium service, is currently <a href="a href="http://db.tt/gqrkRuEG" title="Ein's Dropbox affiliate link for this promotion to give her an extra 500 MB">running a promotion</a> by which existing or new users can associate their academic e-mail address with their Dropbox account and they&#8217;ll get 3 GB of extra space to use for 2 years, plus additional space based on how many users from their university participate. Full details are available in the <a href="https://blog.dropbox.com/2012/10/now-announcing-the-great-dropbox-space-race/">Dropbox blog entry.</a></p>
<p>The space race is open to staff and students, so everyone can participate if they have any kind of Open University e-mail address. The OU has tens of thousands of students, 7000+ associate lecturers, plus faculty and support staff. We have the possibility of really kicking butt on this but at the moment we&#8217;re in 11th place with only 744 participants to Oxford&#8217;s 2788. Surely we can do better than that!</p>
<p>
<div class="su-box" style="border:1px solid #295229">
<div class="su-box-title" style="background-color:#336633;border-top:1px solid #adc2ad;text-shadow:1px 1px 0 #0f1f0f">Partipate!</div>
<div class="su-box-content">
<ol>
<li>Go to <a href="http://db.tt/gqrkRuEG" title="Ein's Dropbox affiliate link for this promotion to give her an extra 500 MB"><strong><span class="su-highlight" style="background:#66CC00;color:#000">&nbsp;https://www.dropbox.com/spacerace&nbsp;</span></strong></a>.</li>
<li>Either <strong><span class="su-highlight" style="background:#66CC00;color:#000">&nbsp;create an account&nbsp;</span></strong> or <strong><span class="su-highlight" style="background:#66CC00;color:#000">&nbsp;sign in with your existing account&nbsp;</span></strong>. Note: You don&#8217;t have to use your OU address to create an account if you don&#8217;t want to; you&#8217;ll be asked for it later.</li>
<li>You&#8217;ll be asked next to verify your school e-mail address to join the Space Race. <strong><span class="su-highlight" style="background:#66CC00;color:#000">&nbsp;Type in your OU e-mail addresss&nbsp;</span></strong>. That address should either be something@open.ac.uk or the new style OU Google Mail address. This will send an e-mail to your account, so make sure you can actually access your e-mail account!</li>
<li>Find the verification mail and <strong><span class="su-highlight" style="background:#66CC00;color:#000">&nbsp;click on the verification link&nbsp;</span></strong> in it.</li>
<li>See the confirmation!</li>
</ol>
<p><img style="display: block; margin-left: auto; margin-right: auto;" src="http://einiverse.eingang.org/files/2012/10/dropbox_spacerace.png" alt="Dropbox spacerace status graphic showing we have 8 GB" width="450" border="0" /></p>
<p>Disclosure: The <a href="http://db.tt/gqrkRuEG">link in step 1</a> is an affiliate tracking link for Eingang on Dropbox. By using it, you get her an additional 500 MB of space (which she can always use!). If you&#8217;re not comfortable with that, here&#8217;s an unaffiliated <a href="https://www.dropbox.com/spacerace">plain link</a>.</p>
</div>
</div>
<p>Let other people know by pointing them at this blog post or at the Dropbox space race page.  Let&#8217;s see how much space we can get for ourselves!</p>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Coursera, Pedagogy, and the Two Faces of MOOCs</title>
		<link>http://einiverse.eingang.org/2012/10/19/coursera-pedagogy-and-the-two-faces-of-moocs/</link>
		<comments>http://einiverse.eingang.org/2012/10/19/coursera-pedagogy-and-the-two-faces-of-moocs/#comments</comments>
		<pubDate>Fri, 19 Oct 2012 16:49:02 +0000</pubDate>
		<dc:creator>Eingang</dc:creator>
				<category><![CDATA[learning]]></category>
		<category><![CDATA[collaborative learning]]></category>
		<category><![CDATA[connectivism]]></category>
		<category><![CDATA[gamification2012]]></category>
		<category><![CDATA[MOOC]]></category>
		<category><![CDATA[pedagogy]]></category>
		<category><![CDATA[planetou]]></category>

		<guid isPermaLink="false">http://einiverse.eingang.org/?p=844</guid>
		<description><![CDATA[MOOCs to the left of me and MOOCs to the right of me. What does it all mean? A look at Coursera, pedagogical approaches, and xMOOC versus cMOOC.]]></description>
			<content:encoded><![CDATA[<div class="alignright" style="width: 350px;">
<p><img src="http://farm9.staticflickr.com/8322/8028605773_857fcd5548.jpg" width="327" height="500" alt="THE MOOC! the movie"><br /> <span class="attribution">Credit: <a href="http://www.flickr.com/photos/gforsythe/8028605773/">Photo</a> by <a href="http://www.flickr.com/photos/gforsythe/">Giulia Forsythe</a> under a <br /> <a href="http://creativecommons.org/licenses/by-nc-sa/2.0/">CC BY-NC-SA 2.0 License</a></span></p>
</div>
<p>I recently successfully finished my first massive open online course (MOOC). It was the 6-week <a href="https://www.coursera.org/course/gamification" title="Gamification course information on Coursera site">Gamification course</a> on the new <a href="https://www.coursera.org/" title="Coursera's site">Coursera platform</a>, presented by <a href="https://twitter.com/kwerb" title="Kevin Werbach's Twitter stream">Kevin Werbach</a> of the <a href="https://lgst.wharton.upenn.edu/profile/1159/" title="Kevin Werbach's profile page at Wharton">Wharton School</a> at the University of Pennsylvania. It wasn&#8217;t the first MOOC I&#8217;d ever started but it was different in its underlying approach than the others. This post contextualizes the Coursera MOOC platform prior to discussing whether it succeeds or not in a later post.</p>
<p><span id="more-844"></span></p>
<h3>The Early MOOC</h3>
<p>Connectivism and Connective Knowledge (CCK09) in 2009 was the first MOOC I think I participated in, although I may have dipped in and out of the inaugural one a year prior. I certainly remember more about Personal Learning Environments, Networks, and Knowledge (<a href="http://connect.downes.ca/" title="PLENK2010 start page">PLENK2010</a>) run the next year. That MOOC, facilitated by George Siemens, Stephen Downes, Dave Cormier, and Rita Kop, and others they ran were organized similarly. The course had a website hosting a sign-up facility, a syllabus and general course information, links to the online presentation rooms, and usually forums. Students were encouraged to explore a given topic space, aggregating resources. They were aided by the facilitators who produced some appropriate content and either gave a presentation each week or invited someone else from the educational technology community to do so.</p>
<p>From these resources and influenced by content contributed by other course participants, students would produce their own content in the form of blogs, movies, mindmaps, etc. These would be shared with other participants and there was an ethos that encouraged remixing or repurposing content. Each day, a newsletter would be mailed out to participants, highlighting some of the recently produced artifacts. You could also search around the web for the #PLENK2010 hashtag or subscribe to an RSS feed of participant blog posts. It was many-to-many.</p>
<h3>The Coursera MOOC</h3>
<p>PLENK2010 was completely unlike the Coursera offering. The Gamification course had the following elements: a course site with the latest news, a syllabus, the course lectures, multiple choice quizzes, written homework assignments, and the forums. The course content consisted of 12 units, with each unit containing five or six 8-to&#8211;15-minute videos. A few videos were interviews with other people, but the majority were Kevin Werbach addressing key concepts.</p>
<p>It was a structure that encouraged passive consumption. That&#8217;s not to say students weren&#8217;t encouraged to work with the material. Some videos contained one or two simple multiple choice questions embedded within them and many contained &#8220;reflection exercises&#8221; where the watcher was asked to think about something, write down a response, and then share it later in the forums. The forums also provided space to arrange meetups and local study groups. Certainly the <a href="https://twitter.com/search?q=%23gamification12&amp;src=hash" title="#gamification12 tweets on Twitter">Twitter #gamification12 tag</a> saw some good use. Some students did write blog posts and others contributed to a wiki or to preparing and sharing video annotations. However, for the majority of students, the only content production would have been forum posts, the written assignments, or peer feedback.</p>
<p>With this type of structure, very early on I found myself musing how Coursera was any different to the Open University, for whom I&#8217;ve taught online since 2001, or any other higher education institution with course content online. Coursera basically appeared to be an <acronym title="learning management system">LMS</acronym> or <acronym title="virtual learning environment">VLE</acronym>. Sure, it operated on a large scale per course, even larger than that of the Open University, but still a VLE. Sui Fai John Mak is a regular contributor to the connectivist MOOCs I&#8217;ve previously joined and a collaborator <a href="http://suifaijohnmak.wordpress.com/about/" title="A list of Sui Fai John Mac's publications">on some peer-reviewed papers</a> around MOOCs and a pedagogy of abundance. In a <a href="http://suifaijohnmak.wordpress.com/2012/09/12/in-moocs-more-is-less-and-less-is-more-part-2">recent blog post</a>, he described MOOCs in this style as &#8220;flipped classrooms&#8221;, but ones still based on the instructivist approach.</p>
<div class="su-quote su-quote-style-1">
<div class="su-quote-shell"></p>
<p>xMOOC is based on the teaching model where the teacher teaches, and the students learn and consume the knowledge from the course, like watching the videos, or reading a book, an artifact, and be assessed on what has been taught or covered in the videos. … [It] is STILL based on the instructivist approach – which is based on behavioral/cognitivist learning theory, where the learners master the content, probably with the transfer of knowledge from one person or a number of persons (the professor(s)) or the machines (robot or virtual teacher), or information source to that of the learner. (Mak 2012) <a class="citation" href="#fn-844:1" title="Jump to citation">[1]<span class="citekey" style="display:none">Mak:2012</span></a></p>
</div>
</div>
<p>The &#8220;flipped&#8221; part, explained earlier in the post, is that the &#8220;classroom&#8221; is used for the interactive parts, while the content and some exercises are completed by the students at home. It&#8217;s still, however, basically the traditional approach to learning. It is the classic &#8220;sage on the stage&#8221; approach (King 1993)<a class="citation" href="#fn-844:2" title="Jump to citation">[2]<span class="citekey" style="display:none">King:1993</span></a> but one-to-very-many. </p>
<h3>xMOOC versus cMOOC</h3>
<div class="su-pullquote su-pullquote-style-1 su-pullquote-align-right">
<p><a href="https://twitter.com/Eingang/status/253822255493173248">4 Oct ‏@Eingang said:</a><br />
@laurapasquini @gsiemens Just using the acronym MOOC, they have it covered. I suspect we&#8217;ll be forced to adopt a new term for our &#8220;brand&#8221;</p>
<p><a href="https://twitter.com/Eingang/status/253821599227203585">4 Oct @Eingang said:</a><br />
@laurapasquini @gsiemens Coursera et al latched on to the &#8220;open&#8221; (read: free) &amp; &#8220;massive&#8221; parts but not the connectionism/rhizome parts.</p>
<p><a href="https://twitter.com/Eingang/status/253820841165455360">4 Oct ‏@Eingang said:</a><br />
@laurapasquini Coursera IMO is not any different than the Open University in terms of <em>how</em> and <em>how many</em>. Neither a @gsiemens MOOC.</p>
<p><a href="https://twitter.com/Eingang/status/253820248141205504">4 Oct @Eingang said:</a><br />
I keep saying this >; RT @laurapasquini: Actually #mooc was around a long time before AI, Coursera &amp; more. Right @gSiemens #rockstarteacher</p>
</div>
<p>On Twitter <a href="https://twitter.com/Eingang/status/253822255493173248">I was commenting</a> on how we&#8217;d need a different term to differentiate between the (for me) &#8220;traditional&#8221; connectivist-based MOOC and the new MOOCs by <a href="http://www.udacity.com/" title="Udacity, another, smaller MOOC platform's homepage">Udacity</a>, Coursera, and similar. Nobody embarrassed me by pointing out that it had been done while I&#8217;d been on an extended vacation earlier this year. </p>
<p>We now have &#8220;xMOOC&#8221; to describe the Coursera-type offerings and &#8220;cMOOC&#8221; for the connectivism-inspired approaches. George Siemens (2012)<a class="citation" href="#fn-844:3" title="Jump to citation">[3]<span class="citekey" style="display:none">Siemens:2012</span></a> succinctly defines the difference as &#8220;… cMOOCs focus on knowledge creation and generation whereas xMOOCs focus on knowledge duplication. &#8221; or pithily as @MarkSmither&#8217;s <a href="http://en.twitter.com/marksmithers/status/255562376659730434">other half put it</a>: &#8220;in an xMOOC you watch videos, in a cMOOC you make videos.&#8221; So true!</p>
<p>Despite their pedagogical differences, the two approaches share some characteristics, not all of which can be seen as good. In a follow-up post, I&#8217;ll consider the practical issues of courses with tens of thousands of students as experienced as a participant in the Gamification xMOOC, contrasting them with some of the issues as I perceived them for participants in cMOOCs. </p>
<p><br clear="all" /></p>
<h3>References</h3>
<ol>
<li id="fn-844:1" class="citation"><span class="citekey" style="display:none">Mak:2012</span>
<p>Mak, S.F.J. (2012) ‘In MOOCs, more is less, and less is more (part 2)’, <em>Learner Weblog: Education and Learning weblog</em>, blog entry posted September 12. Available at: <a href="http://suifaijohnmak.wordpress.com/2012/09/12/in-moocs-more-is-less-and-less-is-more-part-2">http://suifaijohnmak.wordpress.com/2012/09/12/in-moocs-more-is-less-and-less-is-more-part&#8211;2</a> (Accessed October 19, 2012).</p>
</li>
<li id="fn-844:2" class="citation"><span class="citekey" style="display:none">King:1993</span>
<p>King, A. (1993) ‘From sage on the stage to guide on the side’. <em>College Teaching</em>, 41 (1), pp:30&#8211;35. Available from: <a href="http://www.jstor.org/pss/27558571">http://www.jstor.org/pss/27558571</a>.</p>
</li>
<li id="fn-844:3" class="citation"><span class="citekey" style="display:none">Siemens:2012</span>
<p>Siemens, G. (2012) ‘MOOCs are really a platform’, <em>Elearnspace: Learning, Networks, Knowledge, Technology, Community</em>, blog entry posted July 25. Available at: <a href="http://www.elearnspace.org/blog/2012/07/25/moocs-are-really-a-platform/">http://www.elearnspace.org/blog/2012/07/25/moocs-are-really-a-platform/</a> (Accessed October 19, 2012).</p>
</li>
</ol>
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		<slash:comments>5</slash:comments>
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		<item>
		<title>The Ecstasy and Agony of Primitive Learning Analytics</title>
		<link>http://einiverse.eingang.org/2012/10/13/the-ecstasy-and-agony-of-primitive-learning-analytics/</link>
		<comments>http://einiverse.eingang.org/2012/10/13/the-ecstasy-and-agony-of-primitive-learning-analytics/#comments</comments>
		<pubDate>Sat, 13 Oct 2012 10:31:47 +0000</pubDate>
		<dc:creator>Eingang</dc:creator>
				<category><![CDATA[teaching]]></category>
		<category><![CDATA[analysis]]></category>
		<category><![CDATA[learning analytics]]></category>
		<category><![CDATA[Open University]]></category>
		<category><![CDATA[planetou]]></category>
		<category><![CDATA[statistics]]></category>
		<category><![CDATA[T320]]></category>
		<category><![CDATA[tools]]></category>
		<category><![CDATA[TT284]]></category>
		<category><![CDATA[tt381]]></category>

		<guid isPermaLink="false">http://einiverse.eingang.org/?p=821</guid>
		<description><![CDATA[Musings on the difficulties and practicalities of performing primitive learning analytics based around participation in OU course forums from FirstClass to Moodle 1.x to Moodle 2.x.]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m awake and trying to be productive (for me) early in the day. I&#8217;m technically on a medical leave of absence but I&#8217;m not very good at doing nothing. I therefore promised to coordinate and edit the efforts of four moderators to produce a cohesive TT284 moderators&#8217; report and I have some work ahead contributing my share to one for T320 too. This led to some musing about the primitive learning analytics I like to collect based on forum participation and the difficulties in obtaining them.</p>
<h2>Forum Statistics for OU Courses</h2>
<p>One thing I like to do is track forum usage statistics, a primitive form of learning analytics. Since we changed to <em>Moodle</em> from <em>FirstClass</em>, I don&#8217;t find this very easy. In <em>FirstClass</em>, not only could you do standard types of search on message data, but the read history of each message was also searchable. Combine that with a built-in way to restrict the search to specific conferences, sort the output by conference, user, or date, and group by conference or user, and you could determine all kinds of things. Some of my favourites were:</p>
<ul>
<li>Total # of messages posted.</li>
<li>Total # of unique posters.</li>
<li>Total # of unique readers contrasted with enrolled students.</li>
<li>Percentage of posts that were moderators/course news versus students.</li>
<li>Top ten student posters and % of overall posts they contributed.</li>
<li>A breakdown of posting activity by logical parts and subparts, e.g. &#8220;Block 1&#8243; overall but also &#8220;Block 1: Software Support&#8221; and &#8220;Block 1: Discussion&#8221;.</li>
</ul>
<p>The last one was useful to examine between different presentations when combined with knowledge of total number of students enrolled. It permitted me to see where students had the most problems and collect evidence if, when changes had been made for the following presentation, changes were having a positive effect. You could also see the trends in posting behaviour across cohorts.</p>
<h2>Getting at the Data</h2>
<p>In theory, some of this information is available in the <em>Moodle</em> logs. I just downloaded the log for one of my past courses I chaired and was surprised to note I could see &#8220;add reply&#8221; buried amongst the many &#8220;view forumng&#8221; entries. It&#8217;s downloadable as a CSV, so you&#8217;d have to roll your own data analysis tools to pull out the relevant bits. There are built-in statistics analysis facilities but they always seemed to be disabled on my courses, making download logs the only real option.</p>
<p>The problem is access to those logs isn&#8217;t always available. As a course chair on <em>Moodle</em> 1.x, if the course was &#8220;editable&#8221;, then the admin tools were visible and the logs could be accessed. My last presentation (2012B, ending May 2012) somehow got into LTS&#8217;s update loop and the status/workflow changed back to needing to request access, so the admin links aren&#8217;t visible. I was able to hack the URL based on access to another course and get at it but that&#8217;s a bit of a pain.</p>
<p>On my <em>Moodle</em> 2.x version course, I can see &#8220;Reports&#8221; but not a link to logs anywhere. I could edit the course site and back up the content, but perhaps I don&#8217;t have the permissions to access the logs. Certainly a typical moderator likely wouldn&#8217;t.</p>
<h2>What I Do in <em>Moodle</em></h2>
<p>My approach generally in <em>Moodle</em>, regardless of the version, has therefore been very simplistic. I discovered that if I used <em>Safari</em> (but not <em>Firefox</em>) and copied the table listing the threads in a given forum and then pasted that into a spreadsheet, the HTML table&#8217;s columns were preserved. I could then have it sum the total number of messages per forum as one of the columns was number of thread posts. This isn&#8217;t very automated. I have to do it per forum and copy the totals into an appropriate place and most forums have multiple pages, each of which has to be handled separately.</p>
<h2>To Automate Or Not</h2>
<p>This is ripe for automation because certain actions are predictable, repeatable, and tedious. It&#8217;s the classic story though: do I spend the time trying to write something to automate it or just do it? Which will take less time? In the long run, if you do this yearly and across many courses, then automating it will save you time but there&#8217;s that up-front cost.</p>
<p>A tool would also need to have a settings file, probably listing the module&#8217;s base URL and containing a list of the forum ID numbers/URLs and names. These are required because every presentation has a different ID and every forum has its own unique ID used to access it. Most modules don&#8217;t maintain a page that solely lists only the forums and the number/structure of those forums would vary between different modules. I suggested including names—or at least names I&#8217;d like to use to refer to them in reports—because otherwise you have to scrape that off the forum pages too and I&#8217;d find shorter ones more useful than the full, formal names.</p>
<p>Another issue to contend with is authentication. I don&#8217;t already have code that can sign into the OU and maintain authentication for the session, although I know some people must. Before we had the &#8220;Dashboard&#8221;, one T320 AL wrote a tool to scrape metadata from the VLE and stored it in a local MySQL database. He then had an interface producing a dashboard for him that was something more than just a list of forums per course with an unread message indicator. I&#8217;ve recently heard, however, he gave up on his tool because VLE changes kept breaking it.</p>
<h2>Conclusion</h2>
<p>Here I am writing about what I should be doing rather than doing it, but the process of thinking about it is always useful. Perhaps someone&#8217;s already done some of or all of this? My bet would be on Tony Hirst, but LTS colleagues may have some tools and I just don&#8217;t know about them.</p>
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		<slash:comments>4</slash:comments>
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		<title>Gamification: Good or Bad?</title>
		<link>http://einiverse.eingang.org/2012/09/09/gamification-good-or-bad/</link>
		<comments>http://einiverse.eingang.org/2012/09/09/gamification-good-or-bad/#comments</comments>
		<pubDate>Sun, 09 Sep 2012 11:39:23 +0000</pubDate>
		<dc:creator>Eingang</dc:creator>
				<category><![CDATA[gamification]]></category>
		<category><![CDATA[thinking]]></category>
		<category><![CDATA[gamification2012]]></category>

		<guid isPermaLink="false">http://einiverse.eingang.org/?p=796</guid>
		<description><![CDATA[The underlying philosophy of gamification seems reasonable but the implementation makes me view the term 'gamification' in a negative light.]]></description>
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<p><img src="http://einiverse.eingang.org/files/2012/09/deterding_gamification_framework.png" alt="Cartesian graph showing gamification fitting in upper right quadrant where x=partial game and y=games (not play)" width="250" /><br /> <span class="attribution">Credit: Diagram by Michelle A. Hoyle</span><br />Image: <a title="Jump to the Deterding reference" href="#deterding2011">Deterding et al&#8217;s (2011)</a> situating of gamification as being partially game-like and being more gaming than playing.</p>
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<p>Earlier this summer, I signed up for <a href="http://www.coursera.org/">Coursera&#8217;s</a> new <a href="https://www.coursera.org/course/gamification">gamification course</a>, presented by <a title="Kevin Werbach on Twitter" href="http://twitter.com/kwerb">Kevin Werbach</a> of the Wharton School at the University of Pennsylvania. In this brief reflection, I consider what makes gamification &#8216;good&#8217; or &#8216;bad&#8217; for me. I&#8217;ve included links back to the videos I&#8217;m referring to here, but you&#8217;ll need to be registered with the course in order to view them.</p>
<p>If you know me, you&#8217;re probably aware that I generally have a negative opinion of gamification, even though it can be easily and persuasively argued that <a href="http://wowlearning.org/">my research examines how to gamify higher education</a>. My negativity doesn&#8217;t stem from the use of game elements or game design techniques in non-game contexts in theory. It arises from the actual implementation.</p>
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<p>
<div class="su-pullquote su-pullquote-style-1 su-pullquote-align-right">In every job that must be done, there is an element of fun. You find the fun, and &#8211; SNAP &#8211; the job&#8217;s a game!</div>
<p>
During <a href="https://class.coursera.org/gamification-2012-001/lecture/36"><em>Video 3.4: Tapping the Emotions</em></a>, Werbach quotes early gamification adopter <a title="Internet Movie Database's entry for Disney's 1964 movie Mary Poppins" href="http://www.imdb.com/title/tt0058331/">Mary Poppins</a>, &#8220;In every job that must be done, there is an element of fun. You find the fun, and &#8211; SNAP &#8211; the job&#8217;s a game!&#8221; I think he&#8217;s right. Mary Poppins put her fictitious finger on the heart of the matter. If we&#8217;re <strong>finding</strong> and promoting the existing fun elements in a given activity, then I&#8217;m OK with that. If we&#8217;re <strong>adding</strong> fun where it didn&#8217;t actually exist, then that&#8217;s where I start to have problems.</p>
<p><a href="https://class.coursera.org/gamification-2012-001/lecture/32"><em>Video 3.2: Think Like a Game Designer</em></a> explains how thinking like a game designer means you have two purposes: get your players player and then keep them playing. It goes on to explain that keeping them playing is not tricking them but genuinely engaging them. Again, I agree with this in theory. However, I find the practice is very much at odds with many businesses&#8217; objectives and their subsequent implementation.</p>
<p>I have issues when the emotions arising from fun, examined in <a href="https://class.coursera.org/gamification-2012-001/lecture/36"><em>Video 3.4: Tapping the Emotions</em></a>, are used to manipulate people in a way that primarily or wholly benefits the company without actually providing genuine engagement or without making the game about the player as is suggested in <a href="https://class.coursera.org/gamification-2012-001/lecture/32"><em>Video 3.2</em></a> as being a key element. The temptation to monetize things means those making the decisions think of the players as ways to make to money. That&#8217;s what I usually think of when the term &#8216;gamification&#8217; comes up and that&#8217;s the kind of gamification that leaves a bad taste in my mouth. What about yours?</p>
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<div class="su-box" style="border:1px solid #007a00">
<div class="su-box-title" style="background-color:#009900;border-top:1px solid #99d699;text-shadow:1px 1px 0 #002e00">Questions</div>
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<p>I&#8217;ll post some examples of &#8216;good&#8217; and &#8216;bad&#8217; gamification in the comments later. In the meantime, I&#8217;m wondering what your thoughts are on the following questions:</p>
<ol>
<li>Does the term &#8216;gamification&#8217; leave a bad taste in your mouth too?</li>
<li>What are some examples of &#8216;good&#8217; gamification in the Mary Poppins sense?</li>
<li>What are some examples of &#8216;bad&#8217; gamification?</li>
<li>Can specific elements that make an example good or bad be articulated?</li>
</ol>
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<h2>References</h2>
<ul>
<li><a name="deterding2011"></a>Deterding, S. et al. (2011). ‘From Game Design Elements to Gamefulness: Defining “Gamification”’. In: <em>15th International Academic MindTrek Conference: Envisioning Future Media Environments</em>, September 28 &#8211; 30, 2011. New York, USA. ACM Press. pp:9-16. <a href="http://dx.doi.org/10.1145/2181037.2181040">doi:10.1145/2181037.2181040</a>. [Accessed September 7, 2012].</li>
</ul>
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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>
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<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>
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		<title>It&#8217;s Such a Perfect Day, the Video</title>
		<link>http://einiverse.eingang.org/2012/07/12/its-such-a-perfect-day-the-video/</link>
		<comments>http://einiverse.eingang.org/2012/07/12/its-such-a-perfect-day-the-video/#comments</comments>
		<pubDate>Thu, 12 Jul 2012 12:27:13 +0000</pubDate>
		<dc:creator>Eingang</dc:creator>
				<category><![CDATA[personal]]></category>
		<category><![CDATA[music]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://einiverse.eingang.org/?p=734</guid>
		<description><![CDATA[I remember being completely blown away by the video cover of Lou Reed's "Perfect Day" the BBC did back in 1997 to advertise itself and its diversity.]]></description>
			<content:encoded><![CDATA[<p><span style="text-align:center; display: block;"><a href="http://einiverse.eingang.org/2012/07/12/its-such-a-perfect-day-the-video/"><img src="http://img.youtube.com/vi/dfddYDRIFGY/2.jpg" alt="" /></a></span></p>
<div class="su-pullquote su-pullquote-style-1 su-pullquote-align-right">&#8220;Just a perfect day,<br />
You made me forget myself.<br />
I thought I was someone else,<br />
Someone good.&#8221;</div>
<p>I was visiting the UK from Switzerland when the BBC aired this &#8220;commercial&#8221; for themselves in 1997, based around Lou Reed&#8217;s classic <em>Perfect Day</em>. I remember being completely blown away by the production in terms of its visuals, the diversity of performers, and the BBC&#8217;s not-so-subtle message. On a beautiful blue-sky day here in London, it makes me cry a little watching it but in a good way.</p>
<p>Wikipedia (<a href="#Wikipedia:2012" title="Jump to the Wikipedia 2012 full reference">2012</a>) lists the artists in order of appearance, with columns indicating verses/sections, as:</p>
<div class="su-column su-column-1-4 su-column-style-0">
<ul>
<li>Lou Reed</li>
<li>Bono</li>
<li>Skye Edwards (from Morcheeba)</li>
</ul>
</div>
<div class="su-column su-column-1-4 su-column-style-0">
<ul>
<li>David Bowie</li>
<li>Suzanne Vega</li>
<li>Elton John</li>
<li>Andrew Davis</li>
</ul>
</div>
<div class="su-column su-column-1-4 su-column-style-0">
<ul>
<li>Boyzone</li>
<li>Lesley Garrett</li>
<li>Lou Reed</li>
<li>Burning Spear</li>
<li>Bono</li>
<li>Thomas Allen</li>
<li>Brodsky Quartet</li>
</ul>
</div>
<div class="su-column su-column-1-4 su-column-last su-column-style-0">
<ul>
<li>Heather Small (from M People)</li>
<li>Emmylou Harris</li>
<li>Tammy Wynette</li>
<li>Shane MacGowan</li>
<li>Sheona White (tenor horn player)</li>
</ul>
</div>
<div class="su-spacer"></div>
<div class="su-column su-column-1-4 su-column-style-0">
<ul>
<li>Dr. John</li>
<li>David Bowie</li>
<li>Robert Cray</li>
<li>Huey (from Fun Lovin&#8217; Criminals)</li>
</ul>
</div>
<div class="su-column su-column-1-4 su-column-style-0">
<ul>
<li>Ian Broudie (from The Lightning Seeds)</li>
<li>Gabrielle</li>
<li>Dr. John</li>
<li>Evan Dando (from The Lemonheads)</li>
<li>Emmylou Harris</li>
</ul>
</div>
<div class="su-column su-column-1-4 su-column-style-0">
<ul>
<li>Courtney Pine (soprano saxophone player)</li>
<li>BBC Symphony Orchestra</li>
<li>Andrew Davis</li>
<li>Bono</li>
</ul>
</div>
<div class="su-column su-column-1-4 su-column-last su-column-style-0">
<ul>
<li>Brett Anderson (from Suede)</li>
<li>Visual Ministry Choir</li>
<li>Joan Armatrading</li>
<li>Laurie Anderson</li>
<li>Heather Small</li>
<li>Tom Jones</li>
<li>Heather Small</li>
<li>Lou Reed</li>
</ul>
</div>
<div class="su-spacer"></div>
</p>
<p>I hadn&#8217;t realized not all the artists were British until I saw the Wikipedia list. I hadn&#8217;t remembered or perhaps recognized Suzanne Vega back then, but she&#8217;s definitely an American songwriter, as is Emmylou Harris. And, of course, Tammy Wynette (!) is quintessentially American country. It makes me wonder how they chose artists and why some appeared multiple times. If the Wikipedia list is correct, Heather Small (from M People) appeared three times.</p>
<p>In any case, enjoy!</p>
<ol>
<li><a name="Wikipedia:2012"></a>Wikipedia (2012). <em>Perfect Day (Lou Reed song)</em> [online]. Available from: <a href="http://en.wikipedia.org/wiki/Perfect_Day_(Lou_Reed_song)">http://en.wikipedia.org/wiki/Perfect_Day_(Lou_Reed_song)</a> (Accessed July 12, 2012).]</li>
</ol>
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		<title>Thunderbird-based Postbox Drops Price Massively</title>
		<link>http://einiverse.eingang.org/2012/07/11/thunderbird-based-postbox-drops-price-massively/</link>
		<comments>http://einiverse.eingang.org/2012/07/11/thunderbird-based-postbox-drops-price-massively/#comments</comments>
		<pubDate>Wed, 11 Jul 2012 11:51:02 +0000</pubDate>
		<dc:creator>Eingang</dc:creator>
				<category><![CDATA[personal]]></category>
		<category><![CDATA[tools]]></category>
		<category><![CDATA[e-mail]]></category>
		<category><![CDATA[Mac OS X]]></category>
		<category><![CDATA[Postbox]]></category>
		<category><![CDATA[productivity]]></category>
		<category><![CDATA[Thunderbird]]></category>
		<category><![CDATA[tools I use]]></category>

		<guid isPermaLink="false">http://einiverse.eingang.org/?p=653</guid>
		<description><![CDATA[Postbox, the Thunderbird-forked e-mail client for MacOS X or Windows I've been playing with for the last month, dropped in price from $29.95 US to $9.95 US.]]></description>
			<content:encoded><![CDATA[<p>
<div id="attachment_666" class="wp-caption alignright" style="width: 297px"><a href="http://einiverse.eingang.org/files/2012/07/postbox_app.png"><img src="http://einiverse.eingang.org/files/2012/07/postbox_app-287x300.png" alt="Postbox&#039;s mailbox application icon" title="Postbox mail application" width="287" height="300" class="size-medium wp-image-666" /></a><span class="attribution">Credit: Postbox, Inc.</span>
<p class="wp-caption-text">Postbox&#039;s mailbox application icon</p>
</div>
<p><a href="http://http://postbox-inc.com/">Postbox</a>, the <em>Thunderbird</em>-forked e-mail client I’ve been playing with for the last month <a href="https://plus.google.com/u/0/107962914038670635598/posts/dn57zSnTWwW">after a discussion</a> with <a href="https://plus.google.com/u/0/107962914038670635598/">Alan Cann</a> about e-mail clients, has just substantially dropped in price from $29.95 US to $9.95 US. The previous $10.00 US discount if you tweeted about it has been reduced to $5.00, but it means you can buy <em>Postbox</em>  (Mac OS X or Windows) starting at only $4.95!</p>
<p>This price drop comes probably not coincidentally as Mozilla’s chairperson announced <a href="https://blog.lizardwrangler.com/2012/07/06/thunderbird-stability-and-community-innovation/">Mozilla won’t be putting resources into further feature development for <em>Thunderbird</em></a>. The price drop also makes <em>Postbox</em> more competitive with <a href="http://sparrowmailapp.com/mac.php"><em>Sparrow</em></a>, another Mac e-mail client. Both applications tout their wonderful Gmail integration features, but I’m a long-time POP/IMAP user keen on keeping my mail on my laptop and not in the cloud, so I’ve been appreciating the robustness of <em>Postbox</em>’s POP/IMAP <em>Thunderbird</em> heritage.</p>
<p><span id="more-653"></span></p>
<p><a href="http://www3.postbox-inc.com/?/blog/entry/an_awesome_alternative_for_thunderbird_users/"><em>Postbox</em>’s recent blog post</a> highlights some features they’re most proud of: unified folders/account groups; integrated social networking features with Twitter, Facebook , and LinkedIn; conversation view (across multiple folders!); Dropbox, Evernote, <em>Things</em>, <em>Alfred</em>, and <em>Omnifocus</em> integration; various bits of Gmail support including labels and keyboard shortcuts; quick reply; and quick move. I didn’t find the social features that compelling, but some of the others have been useful. I’ll write more fully about my <em>Postbox</em> experience in a separate series of postings, but it’s worth taking a look at—at least on the Mac. You can try it for 30 days and there’s a 60-day money-back guarantee too. Download it from <a href="http://www.postbox-inc.com/">http://www.postbox-inc.com/</a>.</p>
<p>Enjoy!</p>
<div class="su-box" style="border:1px solid #007a00">
<div class="su-box-title" style="background-color:#009900;border-top:1px solid #99d699;text-shadow:1px 1px 0 #002e00">Updates</div>
<div class="su-box-content">
I wrote most of this <a href="https://plus.google.com/u/0/115260925285224884051/posts/1Qa12j1YA6Z">article on Google+</a> on July 10th and there have been some developments since then.</p>
<p>
<div class="su-column su-column-1-2 su-column-style-0"><span class="su-label su-label-style-success">Update 1:</span> I bought my license less than 2 weeks ago and so was dismayed to discover I could have paid only $4.95 US instead of $19.95 US (that includes the discount for tweeting about it). I contacted <em>Postbox</em>’s sales support team who told me they’d be happy to refund me $15.00 US, but I should be aware that the new pricing doesn’t include any one-on-one support. The <em>Postbox</em> team will be concentrating their efforts on improving the self-support options available (currently <a href="http://postbox.zendesk.com/forums/79493-knowledge-base-troubleshooting">knowledge base articles</a>, a <a href="http://support.postbox-inc.com/categories/20005247-postbox-user-guide">user guide</a>, and a <a href="http://postbox.zendesk.com/forums/79493/entries/85372">FAQ</a>. So you might want to consider that prior to asking for a refund.</div>
<div class="su-column su-column-1-2 su-column-last su-column-style-0">
<span class="su-label su-label-style-success">Update 2:</span>  Some concern was expressed that with Mozilla ceasing active development of <em>Thunderbird</em>, <em>Postbox</em> wasn’t that compelling anymore. Postbox, Inc.&#8217;s co-founder Scott MacGregor was previously <em>Thunderbird</em> lead engineer and Sherman Dickman, the other co-founder, was previously a Mozilla director of product management. They started Postbox, Inc. in 2007. <em>Postbox</em> has its own developer team and has been developing independently since forking. It’s therefore, in my opinion, just as viable to purchase as any other software, with the bonus benefit of building on top of an already proven application.
</div>
<div class="su-spacer"></div>
<div class="su-column su-column-1-2 su-column-last su-column-style-0"><span class="su-label su-label-style-success">Update 3:</span>  The tab on the right-hand side of <em>Postbox</em>’s buy page that gave details of the Twitter tweet discount seems to have disappeared. It probably was too successful! No more discount, I guess.</div>
<div class="su-spacer"></div>
</div>
</div>
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		</item>
		<item>
		<title>Pet Peeve: Sore Dominion Losers</title>
		<link>http://einiverse.eingang.org/2012/05/05/pet-peeve-sore-dominion-losers/</link>
		<comments>http://einiverse.eingang.org/2012/05/05/pet-peeve-sore-dominion-losers/#comments</comments>
		<pubDate>Sat, 05 May 2012 19:43:15 +0000</pubDate>
		<dc:creator>Eingang</dc:creator>
				<category><![CDATA[gaming]]></category>
		<category><![CDATA[games I like]]></category>
		<category><![CDATA[rant]]></category>

		<guid isPermaLink="false">http://einiverse.eingang.org/?p=625</guid>
		<description><![CDATA[Sore Dominion losers who quit mid-game make me angry, so very angry!]]></description>
			<content:encoded><![CDATA[<p>
<div class="su-note" style="background-color:#ffd633;border:1px solid #e5b800">
<div class="su-note-shell" style="border:1px solid #fff5cc;color:#4c3d00"> Correction: I should have realized this myself, but Donald Vaccarino is the creator of the <i>Dominion</i> board game. The iOS version I played was developed by Hammer Technology. It&#8217;s also, unfortunately, no longer available for download because the <a href="http://play.goko.com/Dominion/gameClient.html">&#8220;official&#8221; client from Goku</a> was launched summer 2012.
</div>
</div>
<div class="alignright" style="width: 275px;">
<p><img src="http://einiverse.eingang.org/files/2012/05/dominion.png" alt="Screenshot of Dominion on iPad" /><br /> <span class="attribution">Credit: Screenshot by Michelle A. Hoyle</span><br />Image: <em>Dominion</em> on the iPad</p>
<p><img src="http://einiverse.eingang.org/files/2012/05/angry_birds.jpg" alt="Photo of  many angry birds" width="240" /><br /> <span class="attribution">Credit: <a href="http://www.flickr.com/photos/newtown_grafitti/5944514995/in/photostream/">Photo</a> by <a href="http://www.flickr.com/photos/newtown_grafitti/">Newtown graffiti</a> under a <br /> <a href="http://creativecommons.org/licenses/by/2.0/">CC BY 2.0 License</a></span><br />Image: It makes me so angry!</p>
</div>
<p>A few Christmases back, a good friend “helpfully” gifted us with the original <a href="http://www.riograndegames.com/games.html?id=278"><em>Dominion</em></a> game. I say “helpfully” because <em>Dominion</em> is deck building game, although not in the sense of a collectible card game like <a href="http://www.wizards.com/Magic/TCG/NewtoMagic.aspx?x=mtg/tcg/newtomagic/whatismagic"><em>Magic: The Gathering</em></a>. <em>Dominion</em>’s base set includes treasure cards, action cards, and victory cards. You purchase these cards primarily with the treasure coin cards, trying to acquire more victory cards than your opponent. Action cards can act on other players, give you additional spending power, give you more cards, or increase your maximum number of permissible purchases.</p>
<p>With randomness in its favour, <em>Dominion</em> is enjoyable to play repeatedly and quick once you’re familiar with the various action cards. It even plays well with only two players. Numerous expansions are available with different action card themes you can mix and match. We have them all, much to our bank account’s detriment. Thank you, “friend”. (-:</p>
<p>There have been some extremely excellent board game adaptations for Apple’s iPhones and iPads, including <em>Dominion</em> publisher Rio Grande Games’ <a href="http://carcassonneapp.com/"><em>Carcassonne</em></a> tile-building game and Days of Wonder’s <a href="http://www.daysofwonder.com/online/en/smallworld/ipad"><em>Small World</em></a>. Although some of these aren’t too bad for setup time, it’s nice to not need a big table and to start playing immediately. It’s also nice to play whenever you have the urge. I was therefore quite keen to see a <em>Dominion</em> application and finally there was one: <a href="http://dominion.dominioniphone.com/"><em>Dominion by Donald X. Vaccarino</em></a>. Hurrah!</p>
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<p>Vaccarino’s version is unofficial but released with Rio Grande’s (RGG) approval. They apparently, according to a <a href="http://www.boardgamegeek.com/">Board Game Geek</a> posting from an RGG employee <a href="http://www.boardgamegeek.com/article/8299657#8299657">, permit this for casual/free versions</a> with the proviso those games be removed when an official version is released. Very nice! As a result, Vaccarino’s version is able to use the name and card artwork. It’s not as polished as <em>Carcassonne</em> for the iPad in terms of user experience but it’s generally OK with some niggly annoyances here and there, like it’s prone to crashing between games.</p>
<p>In addition to a tutorial mode and offline mode to play against your choice of a number of AI opponents, it also features a two-player real-time networked playing mode. You can either invite someone specific to play with you or use the somewhat clunky Game Center-powered matching service to find someone else wanting to play. Once matched, the experience is fairly intuitive. You drag cards you to play onto the “table” and drag cards from the tableaux to buy them. It’s not too dissimilar to playing with real cards, although much quicker, making it somewhat harder to see what’s happened sometimes.</p>
<p>Although the website allows you to retrieve some play history on a given player by name, this isn’t built into the game. Basically, it’s just a listing on matches completed and the final score. Indeed, there aren’t even in-game leaderboards, despite the use of Game Center. This lack of history leads to some very unsporting player behaviour. <a href="http://dominion.dominioniphone.com/userstats.php?user=Eingang">My play history</a> reveals I’ve lost more games than I’ve won. What it doesn’t show is how many games I’ve started but not finished because I used the “quit game” option to terminate the current match. I’ve lost more games than I’ve won because it’s annoyingly common for players you’re trouncing to quit rather than lose. To be fair, the reverse also happens, where someone beating you decides there’s insufficient challenge and quits, but that feels a lot rarer.</p>
<p>If you’re a player who quits mid-game, I have two words for you: please don’t. Just because I’m not sitting across a real table from you doesn’t make it any less rude or disrespectful to just up and quit because you’re losing. Or are you the kind of person who would kick over the table and take your toy soldiers home too? If you are that person, please don’t ruin my gaming pleasure and waste my time with your snivelly, immature behaviour. Go play in the sewer with the other rats–even if you are winning. That is all.</p>
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		<title>I claim firsts: Starting Small &#8212; The Book Review</title>
		<link>http://einiverse.eingang.org/2012/04/15/i-claim-firsts-starting-small-the-book-review/</link>
		<comments>http://einiverse.eingang.org/2012/04/15/i-claim-firsts-starting-small-the-book-review/#comments</comments>
		<pubDate>Sun, 15 Apr 2012 17:25:13 +0000</pubDate>
		<dc:creator>Eingang</dc:creator>
				<category><![CDATA[publications]]></category>
		<category><![CDATA[writing]]></category>
		<category><![CDATA[book review]]></category>
		<category><![CDATA[games-based learning]]></category>

		<guid isPermaLink="false">http://einiverse.eingang.org/?p=613</guid>
		<description><![CDATA[Today, a book review in a journal. Tomorrow? Not sure, but it's a small day for triumphant firsts, even if they pass unremarked.]]></description>
			<content:encoded><![CDATA[<div style="float: right; margin: 0 0px 25px 25px; width: 280px;"><img src="http://einiverse.eingang.org/files/2012/04/book_squire_vg_learning.png" border="0" alt="Kurt Squire's book I reviewed" width="230" /><br /> <span class="attribution">Credit: Photo by Michelle A. Hoyle under an <a href="http://creativecommons.org/licenses/by-sa/2.0/deed.en">Attribution-ShareAlike 2.0 Generic license</a><br /></span></div>
<p>Last month, amidst the busyness and stresses of my life, an important event passed by without fanfare or notice: I published <a title="External link to book review" href="http://jime.open.ac.uk/jime/article/view/2012-06">my first open access article</a> in the <a title="External link to JIME site" href="http://jime.open.ac.uk/"><em>Journal of Interactive Media in Education</em></a>, a recently relaunched journal <a title="External blog entry about relaunched JIME journal" href="http://nogoodreason.typepad.co.uk/no_good_reason/2012/03/jime-relaunch.html">co-edited by Martin Weller</a>.</p>
<p>It’s “only” a book review of Kurt Squire’s <a title="External link to Amazon.co.uk book info page" href="www.amazon.co.uk/Video-Games-Learning-Participatory-Connections/dp/0807751987/"><em>Video Games and Learning: Teaching Participatory Culture in the Digital Age</em></a>, but it has a few firsts of its own. It’s the first thing I’ve “formally” published on video games, learning, and community. It’s also the first item published in a traditional academic forum since book reviews and conference papers in 1997/1998. That is a big dry spell, I agree! I’m working on making 2012 the year I turn things around. From small beginnings can come big things, so here&#8217;s to more firsts!</p>
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<p>Hoyle, M.A. (2012). ‘Book Review: From N00B to Community Organizer: A Review of Kurt Squire’s ‘Video Games and Learning: Teaching and Participatory in the Digital Age’’. <em>Journal of Interactive Media in Education</em>, JIME Special Issue on Open Educational Resources [online]. Available from: <a href="http://jime.open.ac.uk/jime/article/view/2012-06">http://jime.open.ac.uk/jime/article/view/2012-06</a> [Accessed April 15, 2012].</p>
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		<title>PR: Press On or Play the Ostrich?</title>
		<link>http://einiverse.eingang.org/2012/02/20/pr-press-on-or-play-the-ostrich/</link>
		<comments>http://einiverse.eingang.org/2012/02/20/pr-press-on-or-play-the-ostrich/#comments</comments>
		<pubDate>Mon, 20 Feb 2012 13:42:15 +0000</pubDate>
		<dc:creator>Eingang</dc:creator>
				<category><![CDATA[networking]]></category>
		<category><![CDATA[thinking]]></category>
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		<category><![CDATA[gender]]></category>
		<category><![CDATA[media requests]]></category>
		<category><![CDATA[self-promotion]]></category>

		<guid isPermaLink="false">http://einiverse.eingang.org/?p=608</guid>
		<description><![CDATA[Should I take the press opportunity offered or continue to hide?]]></description>
			<content:encoded><![CDATA[<div class="alignleft" style="width:260px;"><img src="http://einiverse.eingang.org/files/2012/02/head_in_sand.jpg" border="0" alt="Photo of sandy dune with person buried upside down to waist in sand" width="240" height="180" /><br /> <span class="attribution">Credit: <a href="http://www.flickr.com/photos/blakeimeson/2743011812/in/photostream/">Photo</a> by <a href="http://www.flickr.com/photos/blakeimeson/">blakeimeson</a> under an <a href="http://creativecommons.org/licenses/by-nd/2.0/">Attribution-NoDerivs 2.0 Generic license</a><br /></span></p>
<p>Image: Should I be the person hiding my head in the sand?</p>
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<p>In response to the Sussex <abbr title="Teaching and Learning Development Unit">TLDU</abbr> RUSTLE <a href="http://rustleblog.wordpress.com/2012/02/17/what-can-computer-games-tell-us-about-learners-motivation/">article on my <i>World of Warcraft</i> research and teaching</a>, I received an e-mail early Friday morning from someone in the University of Sussex&#8217;s press and communications team. In fact, that e-mail notified me the article had been published. (-:</p>
<p>The author was inquiring if I were interested in any publicity or media work, because they thought my work might have external appeal. This was somewhat propitious. The day before, as part of <a href="http://www.vitae.ac.uk/policy-practice/1752/South-East-Hub.html">Vitae South East&#8217;s</a> female researcher&#8217;s <a href="http://www.vitae.ac.uk/policy-practice/916-467771/Springboard-development-programme-for-women-South-East-Hub.html">Springboard workshop</a>, the guest presenter discussed the importance of proactively promoting one&#8217;s work (apparently men do, but women often don&#8217;t). She stressed how one should take any and all opportunities offered to do so.</p>
<p>Are we inclined to not view things we do as significant enough to tell others? She outlined how male colleagues regularly feed her department&#8217;s press coordinator a steady stream of pictures and stories, but the women didn&#8217;t. Are we reluctant to apply for awards and jobs? Or, when we do, do we more honestly assess ourselves but also under-assess? She also had stories about how men promoted themselves on their academic CVs, with one even including under &#8220;research activities&#8221; a list of journals he reviewed for. I know that wouldn&#8217;t have occurred to me to include!</p>
<p>Like her, I&#8217;m not naturally inclined to boast about my work or accomplishments. While I&#8217;ve applied for and won awards in the past, it&#8217;s often been because someone has forced me to do so. Left to my own devices, I&#8217;d play the ostrich and hide—or the rabbit and run. However, this is obviously opportunity knocking at my door. Should I &#8220;press on&#8221; or hide?</p>
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