• Persist or Die: Learning in World of Warcraft

    Back in March 2011, I gave an invited keynote at the JISC Scotland/Consolarium Game To Learn: Take 2 conference in Dundee, Scotland. The abstract read:

    All you need to understand is everything you know is wrong.
    —Weird Al

    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?

    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.

    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. This version was originally posted on my WoW Learning Project site.

    You have a choice of formats:

    1. The original slides (slightly cleaned up) via SlideShare.
    2. The original slides and notes (slightly cleaned up) via SlideShare.
    3. A downloadable PDF version of this blog post (from copy at WoWLearning).
    4. This blog post.

    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.

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  • Connectivism and Affinity Spaces: Some Initial Thoughts

    Photo Composit: All the colours of the rainbow
    Credit: Photograph by Jake Rome (jakerome) under an Attribution-NonCommercial-ShareAlike 2.0 Generic license

    Image: Photograph composited from pieces of many other photographs: a visual affinity.

    James Paul Gee introduced the idea of affinity groups in his seminal What Video Games Have To Teach Us about Language, Learning, and Literacy (Gee, 2007). It is defined as the people associated with a given semiotic domain. That basically is a domain in which people use particular symbols or language to communicate and interact. We’re already well used to the concept, even if we don’t realize it. A given academic discipline, for example, will have its own vocabulary and, in that context, use language in a particular way, even if others use it differently in another context. It’s all about situated cognition and situated meaning. Games and their communities will have their own semiotics and constitute a semiotic domain. Members of an affinity group will have a way to recognize others who belong and to assess what counts as acceptable or recognizable within that semiotic domain.

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  • The OU as the Grandmother of P2P Learning Communities?

    Photo of people interacting together
    Credit: Photo by Thomas Hawk under an Attribution NonCommercial 2.0 Generic license
    Image: People interacting together.

    The other day Howard Rheingold asked me a question that made me stop and think:

    @eingang Would you say Open University UK is the grandmother of today’s emerging p2p learning communities?
    April 11, 2011 @17:20, Howard Rheingold.

    The Open University (OU) started off in distance education, providing accredited university level courses in the United Kingdom starting in 19711. I didn’t join the OU until 2000 when they launched their first online course: T171, You, Your Computer, and The Net. Unlike earlier OU courses, this course required substantial online interaction between students and tutors. Even the assignments were submitted electronically. The whole course, however, was not completely online. It was more of a blended learning approach, as it featured high production quality printed booklets of the study materials, commercial books, and some face-to-face tutorials across the 9-month course, in addition to the forums and course website.

    One thing it did attempt to do, and that is evident still in the design of many of today’s OU courses, is encourage students to form a peer learning community. At the time, it did this through FirstClass forums, not just by providing the previously isolated distance education students with forums they could use for communication, but by setting assignments that required students to engage in dialogue with one another. This is a beautiful example of Brown & Adler’s social view of learning (2008), where understanding is socially constructed by members of the group interacting with one another, to share and build upon their existing knowledge. Vygotsky and Dewey would have approved, as this fits in with a constructivist approach to learning, something that is also often very evident in OU courses.

    Is a peer learning community the same as a peer-to-peer learning community? I am not so sure about that. However, an example of such a community that occurs to me is Livemocha, a language learning website. Livemocha capitalizes on social knowing by bringing together potential teachers (native speakers) with interested learners to facilitate learning practical, conversational language skills (Livemocha 2011). This also leverages social capital, an important component in maintaining social networks. I would say Livemocha is both a peer-to-peer learning community and a peer learning community, because it specifically seeks to make relationships between people as well as providing an overall, larger community sphere where legitimate peripheral participation (c.f. Lave & Wenger 1991) can occur.

    Is the OU a peer-to-peer learning community? I think their “traditional” courses—whether online or offline—probably are not. While we are attempting to form communities, we’re not trying specifically to make them peer-to-peer, although that can occur as a result of people being brought together in a community around a course or a tutor group. To be honest, even after doing this bit of thinking, I’m not sure, so I thought I’d ask for input from other members of the OU community. What do you think? Is the OU the grandmother of peer-to-peer learning communities?

    1: Although the OU was established in 1969, the first students weren’t enrolled until 1971 (The Open University n.d.).

    References:

    Brown, J.S. & Adler, R.P. (2008). ‘Minds on Fire: Open Education, the Long Tail, and Learning 2.0’ EDUCAUSE Review, 43 (1), [Online] Available from: http://connect.educause.edu/Library/EDUCAUSE+Review/MindsonFireOpenEducationt/45823 (Accessed April 18, 2011).

    Lave, J. & Wenger, E. (1991). Situated Learning: Legitimate Peripheral Participation. New York, NY, United States, Cambridge University Press.

    Livemocha (2011). Livemocha Language Learning Method, [online]. Available from: http://www.livemocha.com/language-learning-method (Accessed April 18, 2011).

    The Open University (n.d.). History of the OU, [online]. Available from: http://www8.open.ac.uk/about/main/the-ou-explained/history-the-ou (Accessed April 18, 2011).

     
  • “Multiplayer” vs “multiplayer”

    Photograph of Happy-Land book cover showing two children painting together
    Credit: Photograph by Dana Graves under an Attribution-NonCommercial-NoDerivs 2.0 Generic license

    Image: Photograph of 1923 “Happy-Land Drawing and Painting” book cover showing two children painting together.

    I was recently talking to someone about multiplayer games because she was in the process of developing a game that she initially thought could just as well be done as a single player educational game.  However, the real issue was what multiplayer really meant.  I have previously put forth the idea of Big OER versus little oer.  There is similarly multiplayer and Multiplayer.  Some incredibly popular games are really multiplayer.  In a multiplayer game, multiple people occupy the same space simultaneously, but the environment or the game does not foster cooperation or teamwork.  It may even be the case that what those other players do does not affect you at all directly.  A good example of this is Zynga’s Farmville. In Farmville, you have your farm, you plant your crops, and you buy whatever the nifty thing of the day is.  You can interact with your neighbours or your friends, but it is not required or necessary to progress through all the content of the game.  Another example that came to mind was GuildWars.  It sounds like you should be forming guilds and interacting with other people, but for many people it was initially very much a solo game.  The game even supported solo play by allowing you to hire NPC mercenaries to go on missions with you.

    Contrast this with true Multiplayer games where you do significantly better if you cooperate and group with other people or where the entire premise of the game is based around small communities of people.  For example, in World of Warcraft, most of the content is not accessible to solo players.  Solo players can complete independent quests, but good rewards, in the form of better gear, are available from five-, ten-, or twenty-five player instances.  In those scenarios, what you do does affect other people and they are often not afraid to let you know it.  If you fail to play well or appropriately, if you are in a random group of people—called a “pick up group” or PUG—they may kick you out of the group or verbally abuse you or both. Extremely difficult content is hard to play in a pick-up group.  It has been developed for cohesive groups of people, where the people are used to playing together either because they are all in a community together, like a guild, or because they are a regular cohort of players in a raiding group. Each player in a group in one of these larger adventures is important.  Each person has a role to play.  Each person can contribute to deciding how the encounters are going to turn out by their skill or their tactics.

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  • MOOCs versus MMORPGs: A PLENK2010 Idea

    I signed up today for the new George Siemens and Stephen Downes connectivism course Personal Learning Environments Networks and Knowledge 2010 (PLENK2010).  This is a follow-on from last year’s massive online open course CCK09.  I didn’t have much time last year for CCK09, but I did attend a few Elluminate sessions.  In fact, that’s where I originated the concept of “Big OER” and “little OER” based on Martin Weller’s Pedagogy of Abundance presentation I attended as part of that course.  I thought it would be interesting to lurk around the edges of the new course. The course’s description is:

    In the last five years, the twin concepts of the personal learning environment (PLE) and personal learning network (PLN) have been offered as alternatives to more traditional environments such as the learning management system (LMS) and institutionally-based courses.

    During that time, a substantial body of research has been produced by thinkers, technologists and practitioners in the field. Dozens of studies, reviews, conference presentations, concept papers and diagrams are now available.

    The purpose of this course will be to clarify and substantiate, from the context of this new research, the concepts of personal learning environments and networks. Course facilitators and participants will analyze the research literature and evaluate it against their own experience with the intent of developing a comprehensive understanding of personal learning environments and networks.
    Downes, Siemens, and Cormier (2010)

    The course just kicked off this week and the first topic involves social networks, personal learning networks, and personal learning environments.  While I was reading through some of the postings on PLEs versus PLNs, it suddenly occurred to me that a massively online open course, especially one with this kind of structure, is not too dissimilar to the learning that occurs in MMORPGs.  In fact, I’d argue that good game players need to construct their own personal learning networks in order to understand the game and improve their playing. They’re both about social construction of knowledge.

    I think a great idea for a paper is contrasting the formal and informal learning networks people build in an MOOC like PLENK2010 and in  MMORPGs.  It could even be fleshed out with some interviews with 4 or 5 players about how/what they use during the course of game playing.  I envision it should be possible to construct some GPLN (game player learning network) diagrams similar to the PLN diagrams that Scott Leslie collected.  Here, for example, is Martin Weller’s PLN:

    Martin Weller's personal learning network

    I could make a similar diagram for myself, but with a specific game-playing focus.  I’m sure I could easily entice some other, more hard-core players, to make similar diagrams, if not as actual graphics at least as a list.  I really think there is something here.  The key point though is, even if there is, what does it mean if there is a similarity?  That I don’t know.  Any ideas?

    Downes, S., Siemens, G. & Cormier, D. (2010) Personal Learning Environments Networks and Knowledge ~ PLENK 2010, [online] web site. Available from: http://connect.downes.ca/

     
  • Ouch! David White and the Dragon Slaying

    Image of Valithria Dreamwalker successfully healed in Icecrown Citadel 25-person raid instance
    Image: Elsheindra and the 24 other members of Team EverREDy successfully heal Valithria Dreamwalker in Icecrown Citadel. Here, the challenge isn’t to slay the dragon, but to heal her. While whether she lives or dies isn’t a matter of perspective, how you react to finding someone else has done your thesis work can be a challenge to rise to or a disaster. It’s all in how you look at it.

    Tony Hirst (@psychemedia) built a Google custom search engine that scraped the profiles of Twitter users employing the #altc2010 hashtag for website addresses.  For a laugh, I typed in “World of Warcraft”, not expecting much to show up other than myself.  Well, I was there, but so was mention of a poster and a talk entitled “Cultural Capital and Community Development in the Pursuit of Dragon Slaying (Massively Multiplayer Guild Culture as a Model for e-L:earning)” at the 2007 Alt-C conference by David White.  That pointed me to an Alt-C talk and a GLS one in 2007.  So, not long before I started my Ph.D., David was already out there talking about this.  Ouch!  The “ouch” part is that I met him earlier this year at a gaming-related discussion panel.  He was chairing my table, but  we were discussing  digital residents and visitors.  David follows me on Twitter too!  World of Warcraft has never come up.

    The abstract mentions guilds, World of Warcraft, social capital, and communities of practice.  His description is eerily similar to my current focus.  Unfortunately, I couldn’t find a matching paper for the talk.  There’s just the GLS 2007 26-minute talk embedded in the blog pos from Tall Blog.  I’d best add this to my list of things to investigate soon.  It sounds very, very relevant.  Perhaps he has something I can build on or I will obtain some ideas on how to differentiate my work.  I am also interested in seeing his ethnographic approach and what he discovered.  This is a challenge, not a disaster.  There is always something different you can do.  You just need to find it.

     
  • WoW Learning Project as A4 Poster May 2010

    WoW Learning Project Questions PDF image

    The V.C. was doing a surprise (to us) departmental visit last month. We had a bit of notice and it was decided that everyone doing projects in our research group should produce a one-page summary of their work. This could then be presented to the V.C. I whipped up the following. As I haven’t completed the analysis for my recent survey into motivations in World of Warcraft, I couldn’t include any of that, so I focussed on the underlying ideas in the project.

    Downloadable Resources:

     
  • Learning in World of Warcraft: The WoW Learning Project

    Interesting facts:

    1. 60% of MMORPGs players are in the 20-35 year-old demographic (Nick Yee in Escoriaza 2009).
    2. In World of Warcraft specifically, 47% of players in 2005 were 26 years or older. (Yee 2008).
    3. About 75% of new students to The Open University are 26 years or older (Jha 2010, p. 20).

    When you consider that World of Warcraft had more than 11.5 million active subscribers by the end of 2008 (Blandeburgo 2009), that’s more than 5.4 million people in an age group very interesting for my work in higher education via distance education. In particular, remember that these 5.4 million people are often very compelled (sometimes even addicted) to play. What is it that motivates these people and what real-life tangible learning benefits are derived?

    Those are questions that I intend to answer in the WoW Learning project, a study of learning in World of Warcraft. Quietly built earlier this month and located at the memorable WoWLearning.org, it will be a repository for data, posts, and papers about my Ph.D. research into the learning, motivation, and communities of practice formation demonstrated by World of Warcraft players, both in the game and on forums.

    As the project will include ethnographic work in World of Warcraft as well as surveys, in the interests of transparency and to help foster credibility, postings are made using my World of Warcraft character name “Elsheindra (Michelle)” instead of my full real name or commonly used Internet nickname of “Eingang.”

    References

     
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