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	<title>E1n1verse &#187; communities of practice</title>
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	<link>http://einiverse.eingang.org</link>
	<description>WoW, Learning, and Teaching by Michelle A. Hoyle</description>
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		<title>Connectivism and Affinity Spaces: Some Initial Thoughts</title>
		<link>http://einiverse.eingang.org/2011/07/27/connectivism-and-affinity-spaces-some-initial-thoughts/</link>
		<comments>http://einiverse.eingang.org/2011/07/27/connectivism-and-affinity-spaces-some-initial-thoughts/#comments</comments>
		<pubDate>Wed, 27 Jul 2011 22:40:37 +0000</pubDate>
		<dc:creator>Eingang</dc:creator>
				<category><![CDATA[gaming]]></category>
		<category><![CDATA[learning]]></category>
		<category><![CDATA[think1ng]]></category>
		<category><![CDATA[affinity spaces]]></category>
		<category><![CDATA[collaboration]]></category>
		<category><![CDATA[communities of practice]]></category>
		<category><![CDATA[connectvisim]]></category>
		<category><![CDATA[games-based learning]]></category>

		<guid isPermaLink="false">http://einiverse.eingang.org/?p=578</guid>
		<description><![CDATA[Musings on what affinity spaces are with respect to communities and a brief foray into connectivism.]]></description>
			<content:encoded><![CDATA[<div class="topimage"><img src="http://einiverse.eingang.org/files/2011/07/rainbow.jpg" border="0" alt="Photo Composit: All the colours of the rainbow" width="500" height="500" /><br /> <span class="attribution">Credit: <a href="http://www.flickr.com/photos/35387868@N00/3065903183/">Photograph</a> by <a href="http://www.flickr.com/photos/jakerome/">Jake Rome (jakerome)</a> under an <a href="http://creativecommons.org/licenses/by-nc-sa/2.0/deed.en">Attribution-NonCommercial-ShareAlike 2.0 Generic license</a><br /></span></p>
<p>Image: Photograph composited from pieces of many other photographs: a visual affinity.</p>
</div>
<p>James Paul Gee introduced the idea of affinity groups in his seminal<em> What Video Games Have To Teach Us about Language, Learning, and Literacy</em> (<a href="#gee2007a">Gee, 2007</a>). 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&#8217;re already well used to the concept, even if we don&#8217;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&#8217;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.</p>
<p><span id="more-578"></span>
<p>The key problem he perceives is that we attempt to a label a group of people and then have issues about who is “in” or “out” of the group. This comes about in particular because:</p>
<ul>
<li>Community implies belonging, which may not always be the case, especially in classrooms and workspaces.</li>
<li>Community brings the idea of people being members, related to belonging, but also to shared goals or a collective purpose that may not be in force.</li>
<li>Community of practice has been applied to all manner of things, possibly “missing the trees for the forest.”</li>
</ul>
<p>Starting the notion of spaces, rather than community, he argues, can give us an analytical lens with which to examine classrooms and the activities that occur within them without the baggage that community of practice brings with it. “In affinity spaces people ‘bond’ first and foremost to an endeavour or interest and secondarily, if at all, to each other.” (<a href="#gee2007b">Gee, 2007 p.98</a>)</p>
<p>Spaces (general) have the following features:</p>
<ul>
<li>Content, both design content and interactional content, i.e. how people play and how they organize their behaviours, beliefs, values and actions around the content. Design content is created by content generators.</li>
<li>Organization of content and interactions. Content organization arises from the design of a game. Interactional organization comes from interactions on and with the space and the people in it.</li>
<li>Portals, which are entrances into the space, e.g. a website to discuss a game, the game disc itself, wikis, etc. Some of these become content generators in their own right.</li>
</ul>
<p>I believe guilds in World of Warcraft are examples of a community of practice in many cases, because they do exhibit shared goals, joint enterprise, and mutual engagement. Not all guilds will be possibly, but those are probably also the guilds that don&#8217;t manage to live that long. Ducheneaut et al (<a href="#ducheneaut2007">2007</a>) found that in a 6-month period, out of 3000+ guilds, 54% had disappeared. One question Dave White (<a href="#white2007">2007</a>) posed in his <acronym title="Games Learning Society">GLS</acronym> 3 talk was how long does it take to form or seed a community? That is a good question. One of the problems with adapting the community practices in WoW to higher education (online or otherwise) is that guilds do take some time to evolve, especially if they involve people who were previously unknown to each other. This is perhaps where Gee&#8217;s idea of affinity spaces comes into play. Affinity spaces, Gee says, have the following eleven characteristics:</p>
<ul>
<li>Common endeavour, not race, class, gender, or disability, is primary.</li>
<li>Newbies and masters and everyone else share common space.</li>
<li>Some portals are strong generators.</li>
<li>Content organization is transformed by interactional organization.</li>
<li>Encourages intensive and extensive knowledge.</li>
<li>Encourages individual and distributed knowledge.</li>
<li>Encourages dispersed knowledge.</li>
<li>Uses and honours tacit knowledge.</li>
<li>Many different forms and routes to participation.</li>
<li>Lots of different routes to status.</li>
<li>Leadership is porous and leaders are resources.</li>
</ul>
<p>Reproduced from (<a href="#gee2007b">Gee, 2007 p. 98-101</a>).</p>
<p>A space can be more or less of an affinity space and can possess degrees of the characteristics. It is not a binary, prescriptive list. The theory then is that if we incorporate these ideas into our educational environments, we can help forge more cohesiveness, autonomy, and, in the end learning. Many of these characteristics are also shared by communities of practice and foster digital literacies. Those are the characteristics of dispersed and distributed knowledge, which may be generated by the students themselves, who become portals in their own right. Autonomy is forged by individual knowledge and content organization being transformed by interactional organization—which bears a striking resemblance to Downes and Siemens&#8217;s ideas about connectivism (c.f. <a href="#downes2007">Downes, 2007</a>; <a href="#siemens2008">Siemens, 2008</a>). The last two can also be artefacts of digital literacies or encouraged by a connectivist paradigm: the tools used allow many types of participation. Some people may participate in wikis or make videos, while others may only post on forums. Others may take on roles within the game. My partner &#8220;Basil&#8221;, for example, in Eve Online does not have a lot of time to play with his guild because of a time zone difference. He is, however, extremely active in their forums and became a valued member because of that. He is participating in the Eve affinity space but also belongs to a community of practice within Eve.</p>
<h3>References:</h3>
<p><a name="downes2007"></a>Downes, S. (2007) ‘What Connectivism Is’, <em>Half an Hour</em>, blog entry posted February 3, 2007. Available from: <a href="http://halfanhour.blogspot.com/2007/02/what-connectivism-is.html">http://halfanhour.blogspot.com/2007/02/what-connectivism-is.html</a> (Accessed July 25, 2011).</p>
<p><a name="ducheneaut2007"></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="gee2007a"></a>Gee, J.P. (2007a) <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="gee2007b"></a>Gee, J.P. (2007b) ‘Affinity Spaces: From Age of Mythology to Today’s Schools’, in <em>Good Video Games + Good Learning: Collected Essays on Video Games, Learning, and Literacy, </em>New York, NY, United States, Peter Lang. pp. 87-103.</p>
<p><a name="siemens2008"></a>Siemens, G. (2008) ‘What is the Unique Idea in Connectivism?’, <em>Connectivism</em>, blog entry posted August 6, 2008. Available from: http://www.connectivism.ca/?p=116 (Accessed July 25, 2011).</p>
<p><a name="white2007"></a>White, D. (2007) ‘Cultural Capital and Community Development in the Pursuit of Dragon Slaying’, presented at Games Learning and Society 3.0, Madison, WI, United States, July 12-13. Also available from: <a href="http://tallblog.conted.ox.ac.uk/index.php/2007/07/30/cultural-capital-and-community-development-in-the-pursuit-of-dragon-slaying/">http://tallblog.conted.ox.ac.uk/index.php/2007/07/30/cultural-capital-and-community-development-in-the-pursuit-of-dragon-slaying/</a> (Accessed July 26, 2011).</p>
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		<title>The OU as the Grandmother of P2P Learning Communities?</title>
		<link>http://einiverse.eingang.org/2011/04/18/the-ou-as-the-grandmother-of-p2p-learning-communities/</link>
		<comments>http://einiverse.eingang.org/2011/04/18/the-ou-as-the-grandmother-of-p2p-learning-communities/#comments</comments>
		<pubDate>Mon, 18 Apr 2011 16:15:18 +0000</pubDate>
		<dc:creator>Eingang</dc:creator>
				<category><![CDATA[learning]]></category>
		<category><![CDATA[communities]]></category>
		<category><![CDATA[communities of practice]]></category>
		<category><![CDATA[Open University]]></category>

		<guid isPermaLink="false">http://einiverse.eingang.org/?p=478</guid>
		<description><![CDATA[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?]]></description>
			<content:encoded><![CDATA[<div class="topimage">
<p><img src="http://einiverse.eingang.org/files/2011/04/people_learning.jpg" border="0" alt="Photo of people interacting together" width="500" height="407" /><br /> <span class="attribution">Credit: <a href="http://www.flickr.com/photos/51035555243@N01/2442371176">Photo</a> by <a href="http://www.flickr.com/photos/thomashawk/">Thomas Hawk</a> under an <a href="http://creativecommons.org/licenses/by-nc/2.0/deed.en">Attribution NonCommercial 2.0 Generic license</a><br /></span> Image: People interacting together.</p>
</div>
<p>The other day <a title="Howard Rheingold on Twitter" href="http://twitter.com/hrheingold/">Howard Rheingold</a> asked me a question that made me stop and think:</p>
<blockquote>
<p>@eingang Would you say Open University UK is the grandmother of today&#8217;s emerging p2p learning communities?<br /><a title="Original post on Twitter" href="http://twitter.com/hrheingold/status/57598843231014913">April 11, 2011 @17:20</a>, Howard Rheingold.</p>
</blockquote>
<p>The Open University (OU) started off in distance education, providing accredited university level courses in the United Kingdom starting in 1971<sup><a href="#foot1">1</a></sup>. I didn&#8217;t join the OU until 2000 when they launched their first online course: T171, <em>You, Your Computer, and The Net</em>. 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.</p>
<p>One thing it did attempt to do, and that is evident still in the design of many of today&#8217;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 &amp; Adler&#8217;s social view of learning (<a href="#brownadler2008">2008</a>), 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.</p>
<p>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 <a href="http://www.livemocha.com/">Livemocha</a>, 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 (<a href="#livemocha2011">Livemocha 2011</a>). 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. <a href="#lavewenger1991">Lave &amp; Wenger 1991</a>) can occur.</p>
<p>Is the OU a peer-to-peer learning community? I think their &#8220;traditional&#8221; courses—whether online or offline—probably are not. While we are attempting to form communities, we&#8217;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&#8217;m not sure, so I thought I&#8217;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?</p>
<p><a name="foot1">1:</a> Although the OU was established in 1969, the first students weren&#8217;t enrolled until 1971 (<a href="#ound">The Open University n.d.</a>).</p>
<h3>References:</h3>
<p><a name="brownadler2008">Brown, J.S. &amp; Adler, R.P. (2008)</a>. ‘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 April 18, 2011).</p>
<p><a name="lavewenger1991">Lave, J. &amp; Wenger, E. (1991)</a>. <em>Situated Learning: Legitimate Peripheral Participation</em>. New York, NY, United States, Cambridge University Press.</p>
<p><a name="livemocha2011">Livemocha (2011)</a>. <em>Livemocha Language Learning Method</em>, [online]. Available from: <a href="http://www.livemocha.com/language-learning-method">http://www.livemocha.com/language-learning-method</a> (Accessed April 18, 2011).</p>
<p><a name="ound">The Open University (n.d.)</a>. <em>History of the OU</em>, [online]. Available from: <a href="http://www8.open.ac.uk/about/main/the-ou-explained/history-the-ou">http://www8.open.ac.uk/about/main/the-ou-explained/history-the-ou</a> (Accessed April 18, 2011).</p>
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		<item>
		<title>&#8220;Multiplayer&#8221; vs &#8220;multiplayer&#8221;</title>
		<link>http://einiverse.eingang.org/2011/02/24/multiplayer-vs-multiplayer/</link>
		<comments>http://einiverse.eingang.org/2011/02/24/multiplayer-vs-multiplayer/#comments</comments>
		<pubDate>Thu, 24 Feb 2011 16:02:09 +0000</pubDate>
		<dc:creator>Eingang</dc:creator>
				<category><![CDATA[gaming]]></category>
		<category><![CDATA[ideas]]></category>
		<category><![CDATA[communities of practice]]></category>
		<category><![CDATA[social knowing]]></category>

		<guid isPermaLink="false">http://einiverse.eingang.org/?p=472</guid>
		<description><![CDATA[Multiplayer isn't always as "multiplayer" as it's cracked up to be.]]></description>
			<content:encoded><![CDATA[<div class="topimage"><img src="http://einiverse.eingang.org/files/2011/02/paintingtogether.jpg" border="0" alt="Photograph of Happy-Land book cover showing two children painting together" width="500" height="375" /><br /> <span class="attribution">Credit: <a href="http://www.flickr.com/photos/93187107@N00/5087801220">Photograph</a> by <a href="http://www.flickr.com/photos/danagraves/">Dana Graves</a> under an <a href="http://creativecommons.org/licenses/by-nc-nd/2.0/">Attribution-NonCommercial-NoDerivs 2.0 Generic license</a><br /></span></p>
<p>Image: Photograph of 1923 &#8220;Happy-Land Drawing and Painting&#8221; book cover showing two children painting together.</p>
</div>
<p>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 <a href="http://einiverse.eingang.org/2009/11/18/oer-and-a-pedagogy-of-abundance/#IDComment45044189">Big OER versus little oer</a>.  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&#8217;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 <acronym title="non-player character">NPC</acronym> mercenaries to go on missions with you.</p>
<p>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 &#8220;pick up group&#8221; 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.</p>
<p><span id="more-472"></span>
<p>What does true Multiplayer have to offer over multiplayer or single player experiences in an educational game? True Multiplayer brings a lot. Where one person&#8217;s activities and behaviour can impact the play of another means that an awareness of other people is required.  In addition to this being a real-world necessary skill for teamwork and relationships in general, it means you need to consider how your actions impact others, both positively and negatively.  It also means you have the opportunity to enter into a dialogue with those other people about the best way to accomplish similar goals.  Similar goals are one of the lynchpins of communities and shared learning goals facilitate forming communities of practice and the dissemination of information and practice, whether that is skills, game goods, or knowledge.  These are all fostered by a true Multiplayer game but much, much more difficult to achieve in multiplayer games where participants merely occupy the same space simultaneously without impacting each other&#8217;s activities.  It is probably almost impossible in a single player game.</p>
<p>You can probably more easily visualize the difference if you consider two five year-olds who are not friends in the same room colouring.  They occupy the same space but each child has his or her own page on which they colour.  After some time passes, you might notice that each kid is talking aloud.  It sounds like self talk: &#8220;Now I&#8217;m going to colour the sky blue.&#8221;  The utterance is really aimed at the other child but it has no impact.  &#8221;multiplayer&#8221; games are the same.  You can talk about what you are doing, but what you are doing does not much power to affect what a second person is doing.  Notice that I said &#8220;much&#8221;.  That is because if you can converse, you can exchange knowledge, even if the goal shared is not identical or even if their activity does not impact your own.  The colouring children, however, have the option to slowly, over time, drift into a shared activity, working together on the same drawing.  That is the opportunity unavailable in multiplayer but fostered and encouraged by true Multiplayer games.</p>
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		<title>MOOCs versus MMORPGs: A PLENK2010 Idea</title>
		<link>http://einiverse.eingang.org/2010/09/15/moocs-versus-mmorpgs-a-plenk2010-idea/</link>
		<comments>http://einiverse.eingang.org/2010/09/15/moocs-versus-mmorpgs-a-plenk2010-idea/#comments</comments>
		<pubDate>Wed, 15 Sep 2010 21:11:51 +0000</pubDate>
		<dc:creator>Eingang</dc:creator>
				<category><![CDATA[gaming]]></category>
		<category><![CDATA[ideas]]></category>
		<category><![CDATA[communities of practice]]></category>
		<category><![CDATA[connectivism]]></category>
		<category><![CDATA[informal learning]]></category>
		<category><![CDATA[learning]]></category>
		<category><![CDATA[networking]]></category>
		<category><![CDATA[PLENK2010]]></category>
		<category><![CDATA[World of Warcraft]]></category>

		<guid isPermaLink="false">http://einiverse.eingang.org/?p=379</guid>
		<description><![CDATA[A contrast between a PLN for a MOOC like PLENK2010 and an MMORPG player's informal learning would yield a great deal of similarities in terms of structure.]]></description>
			<content:encoded><![CDATA[<p>I signed up today for the new George Siemens and Stephen Downes connectivism course <a href="http://connect.downes.ca/">Personal Learning Environments Networks and Knowledge 2010</a> (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 <a href="http://einiverse.eingang.org/2009/11/18/oer-and-a-pedagogy-of-abundance/">“Big OER” and “little OER”</a> based on Martin Weller’s <a href="http://nogoodreason.typepad.co.uk/no_good_reason/2009/09/a-pedagogy-of-abundance.html">Pedagogy of Abundance</a> 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:</p>
<blockquote>
<p>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.</p>
<p>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.</p>
<p>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.<br />Downes, Siemens, and Cormier (2010)</p>
</blockquote>
<p>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 <abbr title="personal learning environments">PLEs</abbr> versus <abbr title="personal learning networks">PLNs</abbr>, 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 <abbr title="massively muliple online role playing games">MMORPGs</abbr>.  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&#8217;re both about social construction of knowledge.</p>
<p>I think a great idea for a paper is contrasting the formal and informal learning networks people build in an <abbr title="massive online open course">MOOC</abbr> 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 <a href="http://edtechpost.wikispaces.com/PLE+Diagrams">PLN diagrams</a> that Scott Leslie collected.  Here, for example, is <a href="http://nogoodreason.typepad.co.uk/no_good_reason/2007/12/my-personal-wor.html">Martin Weller’s PLN</a>:</p>
<p><img style="display: block; margin-left: auto; margin-right: auto;" src="http://einiverse.eingang.org/files/2010/09/pwe_3.jpg" border="0" alt="Martin Weller's personal learning network" width="600" height="453" /></p>
<p>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?</p>
<p>Downes, S., Siemens, G. &amp; Cormier, D. (2010) <em>Personal Learning Environments Networks and Knowledge ~ PLENK 2010</em>, [online] web site. Available from: <a href="http://connect.downes.ca/">http://connect.downes.ca/ </a></p>
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		<title>Ouch!  David White and the Dragon Slaying</title>
		<link>http://einiverse.eingang.org/2010/09/08/ouch-david-white-and-the-dragon-slaying/</link>
		<comments>http://einiverse.eingang.org/2010/09/08/ouch-david-white-and-the-dragon-slaying/#comments</comments>
		<pubDate>Wed, 08 Sep 2010 20:31:24 +0000</pubDate>
		<dc:creator>Michelle</dc:creator>
				<category><![CDATA[network1ng]]></category>
		<category><![CDATA[thes1s]]></category>
		<category><![CDATA[World of Warcraft]]></category>
		<category><![CDATA[communities of practice]]></category>
		<category><![CDATA[ethnography]]></category>
		<category><![CDATA[social capital]]></category>

		<guid isPermaLink="false">http://einiverse.eingang.org/?p=365</guid>
		<description><![CDATA[Disaster or challenge?  David White's already done some eerily similar research along the same lines of my Ph.D.]]></description>
			<content:encoded><![CDATA[<div style="float: right;width: 410px;padding: 0 0 30px 20px"><a title="Full size image of Valithria Dreamwalker successfully healed in Icecrown Citadel 25-person raid instance"><img src="http://einiverse.eingang.org/files/2010/09/100525ever_Valrithria.jpg" border="0" alt="Image of Valithria Dreamwalker successfully healed in Icecrown Citadel 25-person raid instance" width="400" height="300" /></a><br />Image: Elsheindra and the 24 other members of Team EverREDy successfully heal Valithria Dreamwalker in Icecrown Citadel.  Here, the challenge isn&#8217;t to slay the dragon, but to heal her.  While whether she lives or dies isn&#8217;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&#8217;s all in how you look at it.</a></div>
<p>Tony Hirst (<a href="http://twitter.com/psychemedia">@psychemedia</a>) built a Google <a href="http://www.google.com/cse/home?cx=009190243792682903990:qmsvzdcon_0">custom search engine</a> 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 “<a href="http://www.alt.ac.uk/altc2007/timetable/abstract.php?abstract_id=1151">Cultural Capital and Community Development in the Pursuit of Dragon Slaying (Massively Multiplayer Guild Culture as a Model for e-L:earning)</a>” at the 2007 Alt-C conference by David White.  That pointed me to an Alt-C talk and a <a href="http://www.glsconference.org/2007/sessionpages/session-133.html">GLS one</a> 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  <a href="http://tallblog.conted.ox.ac.uk/index.php/2008/07/23/not-natives-immigrants-but-visitors-residents/">digital residents and visitors</a>.  David follows me on Twitter too!  World of Warcraft has never come up.</p>
<p><a href="http://www.alt.ac.uk/altc2007/timetable/abstract.php?abstract_id=1151">The abstract</a> 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 <a href="http://tallblog.conted.ox.ac.uk/index.php/2007/07/30/cultural-capital-and-community-development-in-the-pursuit-of-dragon-slaying/">Tall Blog</a>.  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.</p>
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		<title>WoW Learning Project as A4 Poster May 2010</title>
		<link>http://einiverse.eingang.org/2010/06/04/wowlearning-project-as-a4-may-2010/</link>
		<comments>http://einiverse.eingang.org/2010/06/04/wowlearning-project-as-a4-may-2010/#comments</comments>
		<pubDate>Fri, 04 Jun 2010 18:56:13 +0000</pubDate>
		<dc:creator>Michelle</dc:creator>
				<category><![CDATA[downloads]]></category>
		<category><![CDATA[phd1ng]]></category>
		<category><![CDATA[Biggs]]></category>
		<category><![CDATA[Brown]]></category>
		<category><![CDATA[communities of practice]]></category>
		<category><![CDATA[constructive alignment]]></category>
		<category><![CDATA[constructivism]]></category>
		<category><![CDATA[research question]]></category>
		<category><![CDATA[Robert]]></category>
		<category><![CDATA[social knowing]]></category>
		<category><![CDATA[Steinkuehler]]></category>
		<category><![CDATA[Susan]]></category>
		<category><![CDATA[Wenger]]></category>
		<category><![CDATA[World of Warcraft]]></category>

		<guid isPermaLink="false">http://einiverse.eingang.org/?p=297</guid>
		<description><![CDATA[The WoW Learning project research questions as an A4 poster.]]></description>
			<content:encoded><![CDATA[<p><div id="attachment_302" class="wp-caption alignright" style="width: 228px"><a href="http://einiverse.eingang.org/files/2010/06/WoWLearningA4PDF_thumb.jpg"><img src="http://einiverse.eingang.org/files/2010/06/WoWLearningA4PDF_thumb.jpg" alt="" title="WoW Learning Project Questions PDF" width="218" height="310" class="size-full wp-image-302" /></a><p class="wp-caption-text">WoW Learning Project Questions PDF image</p></div>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&#8217;t completed the analysis for <a href="http://wowlearning.org/2010/04/03/survey-1-why-do-you-play-world-of-warcraft/">my recent survey into motivations in World of Warcraft</a>, I couldn&#8217;t include any of that, so I focussed on the underlying ideas in the project.</p>
<h4><a name="downloads" id="downloads"><strong>Downloadable Resources:</strong></a></h4>
<ul>
<li><a href='http://einiverse.eingang.org/files/2010/06/2010_WoWLearning_ResearchProject.pdf' title="WoW Learning Research project as a PDF">WoW Learning Research Project A4 poster</a> (230 KB PDF)</li>
</ul>
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		<title>Learning in World of Warcraft: The WoW Learning Project</title>
		<link>http://einiverse.eingang.org/2010/03/31/learning-in-world-of-warcraft-the-wow-learning-project/</link>
		<comments>http://einiverse.eingang.org/2010/03/31/learning-in-world-of-warcraft-the-wow-learning-project/#comments</comments>
		<pubDate>Wed, 31 Mar 2010 10:33:24 +0000</pubDate>
		<dc:creator>Michelle</dc:creator>
				<category><![CDATA[gaming]]></category>
		<category><![CDATA[phd1ng]]></category>
		<category><![CDATA[World of Warcraft]]></category>
		<category><![CDATA[communities of practice]]></category>
		<category><![CDATA[learning]]></category>
		<category><![CDATA[Open University]]></category>

		<guid isPermaLink="false">http://einiverse.eingang.org/?p=244</guid>
		<description><![CDATA[Introducing the WoW Learning, a project to examine the learning, motivation, and communities of practice formation demonstrated by World of Warcraft players]]></description>
			<content:encoded><![CDATA[<p>Interesting facts:</p>
<ol>
<li>60% of <acronym title="Massively Multiple Online Role-Playing Games">MMORPGs</acronym> players are in the 20-35 year-old demographic (Nick Yee in Escoriaza 2009).</li>
<li>In World of Warcraft specifically, 47% of players in 2005 were 26 years or older. (Yee 2008).</li>
<li>About 75% of new students to The Open University are 26 years or older (Jha 2010, p. 20).</li>
</ol>
<p>When you consider that World of Warcraft had more than 11.5 million active subscribers by the end of 2008 (Blandeburgo 2009), that&#8217;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?  </p>
<p>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 <a href="http://wowlearning.org">WoWLearning.org</a>, 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.  </p>
<p>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 &#8220;Elsheindra (Michelle)&#8221; instead of my full real name or commonly used Internet nickname of &#8220;Eingang.&#8221;</p>
<h3>References</h3>
<ul>
<li>Blandeburgo, B. (2009) ‘Activision “WoWs,” But Where’s Wireless?’, <i>The Game Trade Journal</i>, blog entry posted March 4, 2009. Available from: <a href="http://www.gametradejournal.com/2009/03/activision-wows-but-wheres-wireless.html">http://www.gametradejournal.com/2009/03/activision-wows-but-wheres-wireless.html</a> (Accessed March 30, 2010).</li>
<li>Escoriaza, J.C.P. (2009) <i>Second Skin</i>. [MPEG 4 Film]. United States: Liberation Ent.</li>
<li>Jha, J. (2010) ‘Harnessing Technology To Open Up Learning for All: Interview Martin Bean, Vice-Chancellor, Open University, UK’, <i>Global: The International Briefing</i>, 2 (March 2010), pp:18-21. Also available from: <a href="http://viewer.zmags.com/publication/d118c039">http://viewer.zmags.com/publication/d118c039</a> (Accessed March 30, 2010).</li>
<li>Yee, N. (2008) The Daedulus Project, [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 21, 2010).</li>
</ul>
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		<title>World of Warcraft and Me: A True Confession</title>
		<link>http://einiverse.eingang.org/2009/08/04/world-of-warcraft-and-me-a-true-confession/</link>
		<comments>http://einiverse.eingang.org/2009/08/04/world-of-warcraft-and-me-a-true-confession/#comments</comments>
		<pubDate>Tue, 04 Aug 2009 16:15:51 +0000</pubDate>
		<dc:creator>Michelle</dc:creator>
				<category><![CDATA[gaming]]></category>
		<category><![CDATA[World of Warcraft]]></category>
		<category><![CDATA[writ1ng]]></category>
		<category><![CDATA[communities of practice]]></category>
		<category><![CDATA[diplomacy]]></category>
		<category><![CDATA[guilds]]></category>
		<category><![CDATA[learning]]></category>
		<category><![CDATA[teaching]]></category>

		<guid isPermaLink="false">http://einiverse.eingang.org/blogs/2009/08/04/world-of-warcraft-and-me-a-true-confession/</guid>
		<description><![CDATA[As part of a course under development at The Open University, I was approached as a known World of Warcraft player and asked to write a short paragraph or two on why I play World of Warcraft. I freely admit to failing to only write a short paragraph or two, but that&#8217;s probably because I&#8217;m [...]]]></description>
			<content:encoded><![CDATA[<p><img src="/archives/images/elsheindra.png" height="150" alt="Elsheindra is Michelle's night elf druid" class="floatright" />As part of a course under development at The Open University, I was approached as a known World of Warcraft player and asked to write a short paragraph or two on why I play World of Warcraft. I freely admit to failing to only write a short paragraph or two, but that&#8217;s probably because I&#8217;m passionate about World of Warcraft and my activities in it, especially given the prominence it plays in my life in so many areas. Read on to find out why I play World of Warcraft.</p>
<p></p>
<p><span id="more-79"></span></p>
<div style="width=250px;float:left;margin-right:15px;border:1px purple solid">
<img src="/archives/images/elsheindra.png" height="360" alt="Elsheindra is Michelle's night elf druid" /></p>
<p style="text-align:center;color: #cc66ff">Elsheindra (me)</p>
</div>
<p>Hello, my name is Michelle Hoyle. By day, I&#8217;m a respectable Open University course author, associate lecturer, and course presentation chair. At night, I assume my secret identity: Elsheindra, night elf guild mistress of <a href="http://www.wowkindness.com/">The One</a> on a European World of Warcraft (WoW) server. You&#8217;re probably thinking that massively multiple online role playing games (MMORPGs), like WoW, are just for kids. In fact, according to research (Lenhart et al, 2008; Yee, 2008), only about 20% of WoW players are between the ages of 12 to 19. That means some 80% of players are solid, upstanding citizens of the world. They could be your tutors. They could be your next door neighbours. They could be that person you see walking down the street or buying beef at the butcher&#8217;s. World of Warcraft, as of May 2009, was holding steady at 11.5 million active subscribers (Blandeburgo, 2009; Chuang, 2009).  That&#8217;s over 60% of the online gaming market.  It&#8217;s the most successful personal computer game ever to be released.</p>
<p>What is it that compels these people to spend around 20 to 24 hours a week (Hagel and Brown, 2009; Yee, 2005) in a virtual world? Is it the killing? Is it the girls? Is it the beautiful scenery? Is it the fantastic fashions? People&#8217;s motivations vary, so I can&#8217;t give you a universal motivation, but I can reveal something about why I play. I play for three reasons: because I&#8217;m a community builder, because I&#8217;m a teacher, and because I love to help people. They&#8217;re all a bit related. I have spent my life bringing people together and helping them form cohesive, long-lasting communities. It started back in the 1980s with electronic bulletin boards and continues today with World of Warcraft. That&#8217;s why I run a guild and co-lead an alliance of guilds.</p>
<p>A guild in World of Warcraft is a collection of people who share things in common.  The game gives them some tools for sharing, like a shared chat area, calendar, and a bank in which to store money or items for common use.  They usually share a philosophy.  My guild, for example, is a social guild with a philosophy of doing random acts of kindness.  An allied guild is composed of people together for friendship or fun.   When my guild members aren&#8217;t out being kind to the other 4000 people on the server, they have each other to group with on small tasks, called quests, like curing sick deer or ridding an area of nasty rabid bears.  A guild is also a pool of people with which to go on longer adventures in groups of five for rewards like armour and gold in mazelike environments where there are obstacles to overcome and difficult, large monsters to kill—so-called dungeons.  The alliance of guilds I help lead allows smaller social-minded guilds like mine to be able to participate in even larger, more complex adventures that require 10, 25, or 40 people at a time.  It is very rewarding to be in a position to enable people to have fun, but at the same time promote learning of important social interaction and problem solving skills.</p>
<p>Where does the learning come from? The learning is, in fact, everywhere in the game. Those 5-person dungeon groups or the larger 25-person groups require leaders to decide on strategy and direct the other people with varied motivations. Some people go to these dungeons only to get better gear. That&#8217;s their motivation. Other people go for the feeling of accomplishment in participating in something difficult. When people are there for gear, there can be clashes over who should get it, which requires good interpersonal relationship skills and diplomacy on the part of the group leader. In our guild alliance, we&#8217;ve had leaders good at strategy and telling people what to do but with terrible interpersonal skills.  That made their adventures not very fun, so people were reluctant to participate. Likewise, running a successful guild over a long period of time requires all manner of leadership and diplomacy skills. WoW is a safe, low-risk environment in which to learn these things and they can transfer into real-world rewards (Brown and Thomas, 2006).</p>
<div style="width=250px;float:right;margin-left:15px;border:1px purple solid">
<img src="/archives/images/elsheindra_tree.png" height="360" alt="Elsheindra as a healing tree" /></p>
<p style="text-align:center;color: #cc66ff">Elsheindra as a healing tree</p>
</div>
<p>In order to contribute to a team effectively, people need to learn to play their characters well.  Each character has specific abilities.  Elsheindra, my character, is a druid healer.  She cures people of diseases and poisons and heal their bodies of damage they have taken while fighting.  I&#8217;ve specialized in being a healer for over four years.  I&#8217;ve become really, really good at healing by dint of lots of practice and much analysis of how things work.  I have pride in my abilities and I love being able to help people in the game in a non-violent fashion, because I was not much interested in hacking and slashing at things.  Other people are extremely interested in effectively killing things and devote hours outside of the game to reading about their character&#8217;s role and how to improve on it, often in very tiny increments.   I&#8217;m very willing to share my knowledge and experience with other people and often other very good players are too.</p>
<p>I&#8217;ve told you a lot about what kinds of things I do in World of Warcraft and my initial motivations. What I haven&#8217;t told you are the things I&#8217;ve gained: love, acceptance, friendship, and a Ph.D. project, in order of importance. I&#8217;m currently researching what elements in games like WoW contribute to motivation and whether or not that can be transferred effectively into distance learning (Hoyle, 2009a; 2009b). Both feature activities that are a lot of work and, let&#8217;s face it, aren&#8217;t fun. In World of Warcraft, though, people persist with these difficult, not-fun tasks. I know I&#8217;ve persisted in some things because of the friends I&#8217;ve made. Those friendships have even transcended the virtual world, with people helping me move from apartment to apartment multiple times, even though they live in a different city.</p>
<div style="width=250px;float:left;margin-right:15px;border:1px purple solid">
<img src="/archives/images/basil.png" height="360" alt="Basil, my night elf partner" /></p>
<p style="text-align:center;color: #cc66ff">Basil, my partner</p>
</div>
<p>The alliance of guilds I co-run just had a real-life adventure at Bletchley Park and a BBQ at my house afterwards, one of several such successful large-scale events over the years. It&#8217;s also not uncommon for some of my guild mates to just come and visit from other parts of the UK or from other countries. One of my guild mates even came along from Denmark to Canada for the summer. Are we just strange misfits? That&#8217;s a common perception of gamers. I don&#8217;t fit in lots of places but in WoW there&#8217;s a place for me, as there is for them, and it&#8217;s not just because &#8220;on the Internet nobody knows you&#8217;re a dog&#8221;. Finally, &#8220;Basil&#8221;, my real-life partner, is someone I met in WoW because he was helping me co-lead the alliance of guilds. We&#8217;ve been together for over two and a half years. We still play WoW together on a regular basis, although not 20 some hours a week. There&#8217;s nothing like a romantic date night with your beloved and 23 other friends.</p>
<p>WoW is like a fairy tale: magic, dragons, true love, fashion, elves, and orcs; but it&#8217;s also what I&#8217;ve made of it: a place to be myself and to do the things I love to do.</p>
<p></p>
<h4>References</h4>
<p>Blandeburgo, B. (2009) ‘Activision &#8220;WoWs,&#8221; But Where&#8217;s Wireless?’, <i>The Game Trade Journal</i>, blog entry posted March 4, 2009. Available from: <a href="http://www.gametradejournal.com/2009/03/activision-wows-but-wheres-wireless.html">http://www.gametradejournal.com/2009/03/activision-wows-but-wheres-wireless.html</a> (Accessed August 4, 2009).</p>
<p>Brown, J.S. &amp; Thomas, D. (2006) ‘You Play World of Warcraft? You&#8217;re Hired!’ <i>Wired</i>, 14.04 [Online] Available from: <a href="http://www.wired.com/wired/archive/14.04/learn.html">http://www.wired.com/wired/archive/14.04/learn.html</a> (Accessed August 4, 2009).</p>
<p>Chuang, T. (2009) ‘WoW Stuck at 11.5 Million Subscribers; Blizz Focused on StarCraft, Diablo’, <i>OCRegister Blizzard Blog</i>, blog entry posted May 7, 2009. Available from: <a href="http://gaming.freedomblogging.com/2009/05/07/wow-stuck-at-115-million-subscribers-blizz-focused-on-starcraft-diablo/2201/">http://gaming.freedomblogging.com/2009/05/07/wow-stuck-at-115-million-subscribers-blizz-focused-on-starcraft-diablo/2201/</a> (Accessed August 4, 2009).</p>
<p>Hagel, J. &amp; Brown, J.S. (2009) ‘How World of Warcraft Promotes Innovation’ <i>Business Week Online</i>, 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 August 4, 2009).</p>
<p>Hoyle, M.A. (2009a) ‘Levelling Lifelong Learning: Annual Progress Review’, <i>E1n1verse</i>, blog entry posted June 7, 2009. Available from: <a href="http://einiverse.eingang.org/archives/2009/06/levelling_lifel.php">http://einiverse.eingang.org/archives/2009/06/levelling_lifel.php</a> (Accessed August 4, 2009).</p>
<p>Hoyle, M. (2009b) <i>WoW! Roberts &amp; Susans Game Learning,</i> [online] Slide presentation. Available from: <a href="http://www.slideshare.net/Eingang/wow-roberts-and-susans-game-learning-a-look-at-world-of-warcraft-higher-education-learning-and-motivation">http://www.slideshare.net/Eingang/wow-roberts-and-susans-game-learning-a-look-at-world-of-warcraft-higher-education-learning-and-motivation</a> (Accessed August 4, 2009).</p>
<p>Lenhart, A. et al. (2008) <i>Teens, Video Games, and Civics,</i> 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 August 4, 2009).</p>
<p>Yee, N. (2005) ‘MMORPG Hours vs. TV Hours’, <i>The Daedalus Project</i>, blog entry posted January 11, 2005. Available from: <a href="http://www.nickyee.com/daedalus/archives/000891.php">http://www.nickyee.com/daedalus/archives/000891.php</a> (Accessed August 4, 2009).</p>
<p>Yee, N. (2008) <i>The Daedulus Project,</i> [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 August 4, 2009).</p>
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		<title>Levelling Lifelong Learning: Annual Progress Review</title>
		<link>http://einiverse.eingang.org/2009/06/07/levelling-lifelong-learning-annual-progress-review/</link>
		<comments>http://einiverse.eingang.org/2009/06/07/levelling-lifelong-learning-annual-progress-review/#comments</comments>
		<pubDate>Sun, 07 Jun 2009 18:03:41 +0000</pubDate>
		<dc:creator>Michelle</dc:creator>
				<category><![CDATA[downloads]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[phd1ng]]></category>
		<category><![CDATA[thes1s]]></category>
		<category><![CDATA[World of Warcraft]]></category>
		<category><![CDATA[writ1ng]]></category>
		<category><![CDATA[Brown]]></category>
		<category><![CDATA[collaborative learning]]></category>
		<category><![CDATA[communities of practice]]></category>
		<category><![CDATA[learning]]></category>
		<category><![CDATA[progress]]></category>
		<category><![CDATA[social knowing]]></category>
		<category><![CDATA[Steinkuehler]]></category>
		<category><![CDATA[thesis]]></category>
		<category><![CDATA[Wenger]]></category>

		<guid isPermaLink="false">http://einiverse.eingang.org/blogs/2009/06/07/levelling-lifelong-learning-annual-progress-review/</guid>
		<description><![CDATA[<p>The 30-second summary: Examine how metaphors and game design of World of Warcraft motivate people to learn and to work, with an eye to transferring motivation, social knowledge building, and persistence to online higher education practices, like community building for lifelong learning.</p>]]></description>
			<content:encoded><![CDATA[<p><img class="floatright" src="http://einiverse.eingang.org/archives/images/elshe2.png" height="222" alt="Elsheindra the healy-dealy night elf" />I have my annual Ph.D. review meeting tomorrow afternoon. As usual, I&#8217;m more than a bit nervous, especially as I made the big step this academic year of completely dropping my former Ph.D. work and starting a brand new topic that intersects the boundaries of my three main interests: communities, learning and teaching, and Internet-enabled technologies. As part of the review process, we&#8217;re asked to produce a 4-page report that explains what we&#8217;ve done since the last report. In your first year, this report ought to focus on your thesis proposal, although many students won&#8217;t yet have one. I do have some ideas about what I want to do and how I am going to go about it. I&#8217;ve made an online version so that it will be indexed and easily findable by others interested in World of Warcraft and e-learning. </p>
<p>The 30-second summary: Examine how metaphors and game design of World of Warcraft motivate people to learn and to work, with an eye to transferring motivation, social knowledge building, and persistence to online higher education practices, like community building for lifelong learning.</p>
<p>Click the &#8220;More&#8221; link below to continue reading the online version of the proposal and progress report. A <a href="http://einiverse.eingang.org/publications/2009WoW-Thesis-Progress.pdf" title="Levelling Lifelong Learning proposal and progress as a pDF document">downloadable PDF version</a> is also available.</p>
<p></p>
<p><span id="more-78"></span></p>
<hr />
<h2>What’s Gone Before</h2>
<h3>“Those who cannot learn from the past are condemned to repeat it.” &#8211; George Santayana, 1905 (<a href="#Santayana2005" title="The full reference">2005</a>)</h3>
<p>I started my part-time D.Phil in 1996 with Ben du Boulay as my supervisor working on something that was a combination of information retrieval and natural language processing. For various reasons—health, job, personal reasons, etc—I intermitted a lot. As my last intermission period was expiring, I put a great deal of thought into whether I wanted to continue or not. I was loathe to completely give up everything, so I decided to continue doing a Ph.D. but unite my three lifelong interests into something more related to what I actually do: educational technology. I therefore started a new D.Phil with Dr. Judith Good in October of 2009 within my original period of registration.</p>
<h2>Research Questions</h2>
<h3 style="font-size: smaller;margin-right: 50px;margin-left: 10px">What do I hope to discover?</h3>
<p><img class="floatleft" src="http://einiverse.eingang.org/archives/images/elshe2.png" alt="Elsheindra the healy-dealy night elf" height="288" /></p>
<p>There are three primary initial research questions:</p>
<ol>
<li>How is the “Robert and Susan” metaphor applicable to World of Warcraft and what does that gain us in understanding how to successfully encourage lifelong learning and build communities of learning?</li>
<li>How does the social structure in-game and out of game resemble a community of practice? How much of a role does social knowing play in the development of expertise and the dissemination of learning? What features would it be useful to adopt when designing learning communities?</li>
<li>What encourages game players to persist in learning and working, although many tasks are boring and repetitive, and to continue improving long past their current goal? How does this relate to Hagel and Brown’s (<a href="#Hagel2009" title="The full reference">2009</a>) “lessons”?</li>
</ol>
<p></p>
<h2>Roberts and Susans</h2>
<h3 style="font-size: smaller;margin-right: 50px;margin-left: 10px">Hello, my name is Susan. I am bright and highly motivated. I love to learn and to think about things. Robert is taking endless lecture notes until he gets his degree. Robert is very different than me.</h3>
<p>The nature of universities and the characteristics of their students are changing. Students no longer arrive on the university’s doorstep intrinsically motivated to learn regardless of the teaching method employed. Tim Clydesdale, sociology professor at the College of New Jersey, describes it this way:</p>
<blockquote><p>
So this… produces a rather odd kind of student — one who appears polite and dutiful but who cares little about the course work, the larger questions it raises, or the value of living an examined life. And it produces such students in overwhelming abundance.<br />
(<a href="#Clydesdale2009" title="The full reference">Clydesdale, 2009</a>)
</p></blockquote>
<p>Clydesdale is giving an example of a “Robert” student, from Biggs and Tang’s “Robert and Susan” student prototypes in higher education (<a href="#Biggs2007" title="The full reference">Biggs and Tang, 2007 p.9</a>). Susan learns in a deep way using higher order thinking skills, like theorizing, reflecting, and generating. Robert learns in a surface way using skills at a much lower cognitive level, like note-taking and memorization; he is happy do the minimum to get by. Michael Wesch comments in his recent Britannica blog essay that “…the unquestioned assumption [is] that ‘getting by’ is the name of the game” for students (<a href="#Wesch2008" title="The full referece">Wesch, 2008</a>), so he too has noticed the increase in the number of “Roberts”. The difference in learning approaches is expressed eloquently by the philosopher Michael Oakeshott:</p>
<blockquote><p>
There is an important difference between learning which is concerned with the degree of understanding necessary to practice a skill, and learning which is expressly focused upon an enterprise of understanding and explaining.<br />
(quoted in <a href="#Fish2009" title="The full reference">Fish, 2009</a>)
</p></blockquote>
<h2>What Is Social Learning &amp; Social Knowing</h2>
<h3 style="font-size: smaller;margin-right: 50px;margin-left: 10px">“We participate; therefore we are.” (<a href="#Brown2008" title="The full reference">Brown and Adler, 2008</a>)</h3>
<p><img class="floatright" src="http://einiverse.eingang.org/archives/images/sociallearning.png" alt="The social view of learning" /></p>
<p>What exactly constitutes education or learning? As an educator with a computer science background, I contend that learning is different than knowledge or facts in the same way that data differs from information. Without a context, a fact is just a piece of data. It is only information or learning when it can be applied to something. Biggs and Tang (<a href="#Biggs2007" title="The full reference">2007, p.21</a>) are saying something similar, when they say, “The acquisition of information in itself does not bring about [effective learning changes], but the way we structure that information and think with it does.” They go on to say “education is about conceptual change, not just the acquisition of information.”</p>
<p>How do we elicit this conceptual change? How do we elicit this conceptual change? Biggs and Tang enumerate four precursors. The most interesting is the fourth: “[S]tudents work collaboratively and in dialogue with others, both peers and teachers.” (<a href="#Brown2008" title="The full reference">2008</a>) call this “social learning” and explain that “our understanding of content is socially constructed through conversations about that content and through grounded interactions.” This fits in nicely with David Weinberger’s ideas about social knowing:</p>
<blockquote><p>
What you learn isn’t prefiltered and approved, sitting on a shelf, waiting to be consumed&#8230; Now we can see for ourselves that knowledge isn’t in our heads: It is between us. It emerges from public and social thought and it stays there, because social knowing, like the global conversations that give rise to it, is never finished.<br />
<a href="#Weinberger2007" title="The full reference">Weinberger, 2007 p.146-147</a>
</p></blockquote>
<p>Lifelong learning, like Weinberger’s social knowing, is never finished. It continues on outside the four walls of the classroom. It is on Twitter. It is on Facebook. It is in the student’s workplace. It is in the student’s home. It arises in conversations with the student’s friends and it arises in play. The social component, previously undervalued, is key.</p>
<p>Brown describes some research by Richard J. Light where Light discovered that the ability of students to form study groups was one of the strongest determinants of students’ success; it was more important than the instructors’ teaching styles (Light (2001) cited in <a href="#Brown2008" title="The full reference">Brown and Adler, 2008</a>). Brown says this shifts our attention from the subject content to the learning activities and human interactions around them, which, while agreeing with Biggs, goes further by suggesting the instructor themselves is of lesser importance. Susan and Robert, becoming social, taking turns being teachers and learners together, is a powerful combination for deep learning.</p>
<h2>World of Warcraft</h2>
<h3 style="font-size: smaller;margin-right: 50px;margin-left: 10px">The gamer’s mindset—the fact that they are learning in a totally new way—means they’ll treat the world as a place for creation, not just for consumption. This is the true impact videogames will have on our culture.” (<a href="#Wright2006" title="The full reference">Wright, 2006</a>)</h3>
<p>World of Warcraft (WoW), a massively multiple online role playing game (MMORPG) in the dungeons and dragons genre, is the most successful personal computer game ever released. As of 2008, it had more than 10 million active subscribers worldwide, amounting to 62.2% of the online gaming market (<a href="#Yee2005" title="The full reference">Yee, 2005</a>).</p>
<p>Although it is a game, WoW, its communities, and its cultural artefacts share a number of commonalities with lifelong learning in online higher education. The first is that both have Roberts and Susans. The second is that both have structures that support ad-hoc groups where alliances shift, merge, and collapse dynamically as people come and go. The third is that both encourage the formation of communities of practice through their design and purposes (<a href="#Wenger1999" title="The full reference">Wenger, 1999</a>). Finally, they both, with varying degrees of success, encourage learning and collaboration that results in an ongoing learning journey continuing past the current goal.</p>
<p>Hagel and Brown (<a href="#Hagel2009" title="The full reference">2009</a>) enumerate eight “lessons” that businesses hoping to get their employees to collaborate, create, and innovate should draw from World of Warcraft:</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>These lessons are just as applicable in fostering collaborative learning in online education and lifelong learning as in business, perhaps even more so. My mission is to discover how it applies.</p>
<p style="margin-top: 8px;margin-right: 0px;margin-bottom: 0px;margin-left: 0px;font: 10px Helvetica"></p>
<h2>Major Activities Undertaken</h2>
<h3 style="font-size: smaller;margin-right: 50px;margin-left: 10px">Making connections, forging links, firing neurons.</h3>
<p>It was a fairly busy period. I attended a number of seminars, workshops and conferences, either in person or virtually (see Table 1). Some presentations were previously recorded.</p>
<div class="einTable">
<table cellspacing="5" cellpadding="0" style="border: thin solid" width="75%">
<tr>
<td valign="top">
<p><b>October 2008</b></p>
<ul>
<li>
<p>Opening Up Education book launch</p>
</li>
</ul>
<p><b>November 2008</b></p>
<ul>
<li>
<p>Future of Creative Technologies Conference</p>
</li>
<li>
<p><i>Shared 3D interaction spaces with humans and avatars</i> -Christopher Frauenberger &#8211; HCT seminar</p>
</li>
<li>
<p><i>Disability 2.0: Facebook, the Academy, and Student (dis)Connections</i> &#8211; Sarah Braithwaite &#8211; HCT seminar</p>
</li>
</ul>
<p><b>December 2008</b></p>
<ul>
<li>
<p><i>8 Significant Events in Computing</i> &#8211; BCS lecture</p>
</li>
</ul>
<p><b>January 2009</b></p>
<ul>
<li>
<p>BETTR “unconference”</p>
</li>
<li>
<p>Accessibility in Higher Education workshop</p>
</li>
<li>
<p>Plagiarism in Higher Education seminar</p>
</li>
<li>
<p>Persistence in Adult Learning seminar</p>
</li>
<li>
<p><i>Virtual Worlds as Naturally Occurring Online Learning Environment</i> &#8211; Constance Steinkuehler &#8211; EDUCAUSE keynote</p>
</li>
<li>
<p><i>Persuasion to Negotiation: New Directions for Health Promoting Technologies</i> &#8211; Jules Maitland &#8211; HCT Seminar</p>
</li>
</ul>
</td>
<td valign="top">
<p><b>February 2009</b></p>
<ul>
<li>
<p><i>Learning, Context, and the Role of Technology</i> &#8211; Rose Luckin &#8211; lecture</p>
</li>
<li>
<p><i>Excuse Me Sir, Might I Interrupt your Snog: Gaming in the Real World</i> &#8211; Richard Vahrman &#8211; HCT seminar</p>
</li>
<li>
<p><i>Freedom and Technology: Who’s the Master</i> &#8211; Cory Doctorow &#8211; Lecture</p>
</li>
<li>
<p><i>Creating Baby Einsteins</i> &#8211; Julie Coultas &#8211; HCT seminar</p>
</li>
</ul>
<p><b>March 2009</b></p>
<ul>
<li>
<p>Arduino workshop (Sussex)</p>
</li>
<li>
<p><i>The Google Generation</i> &#8211; Ian Rowlands &#8211; Recorded lecture from May 2008.</p>
</li>
<li>
<p>The Open Learn Conference: Keynote &#8211; John Seely Brown &#8211; Recorded lecture from October 2007.</p>
</li>
<li>
<p><i>Social Network Sites and the Passion of Bodybuilding</i> &#8211; Bernd Ploderer &#8211; HCT seminar</p>
</li>
</ul>
<p><b>May 2009</b></p>
<ul>
<li>
<p>From Courses to Dis/Course conference</p>
</li>
</ul>
<p><b>June 2009</b></p>
<ul>
<li>
<p>Making Connections conference</p>
</li>
</ul>
</td>
</tr>
</table>
<h4>Table 1: Conference, Seminars, &amp; Workshops<br />
List of conferences, seminars, and workshops attended virtually or in-person.</h4>
</div>
<p>Although I have been teaching computing science and technology in higher education for over 14 years, I do not have a background or formal training in education. I decided to alleviate that in September by registering for H812: The Postgraduate Certificate in Academic Practice at The Open University, a 60-point course in their online distance education masters program. Upon completion, I will have my Higher Education Academy accreditation for teaching in HE. Prior to that point, I had already agreed to teach H810: Accessibility Online Learning: Supporting Disabled Students, another course in the online distance education program. It was, in fact, applying for a teaching post for this course that led me to decide to rekindle my Ph.D. by changing to something I already do: educational technology.</p>
<p>Teaching a pilot course is always a lot of work, especially one where you have a background in half the content—technology—but not necessarily in the other half—educational pedagogy. I spent quite a lot of time in the fall working through the course on my own, just ahead of my students. I have also been dipping into the material for another brand new course: H800: Technology-Enhanced Learning: Practices and Debates, a new course that just started this year, co-authored by Gráinne Conole. What all these courses have in common is exposure to different ideas in educational technology and pedagogy. From the accessibility and e-learning course, I picked up ideas about Wenger’s communities of practice, which I have incorporated into my thinking. From H800, I have been exploring ideas about digital natives and “the Google Generation”. From H809: Practice-Based Research in Educational Technology, I’ve acquired some guided readings on ethnography as a research method, which I suspect is one of the types of study I need to use for studying behaviour within World of Warcraft.</p>
<p>It is the course I am actually taking that has proven the most useful, though, as it has a guided introduction to many pedagogical theories, especially constructive alignment from Biggs &amp; Tang (<a href="#Brown2008" title="The full reference">Brown &amp; Adler, 2008</a>). That material was directly usable in the book chapter proposal I submitted earlier this year, the bulk of which is now incorporated into this document.</p>
<p>For the second assignment, I did some analysis on a course I chair, examining how outcomes-based learning and teaching, a kind of constructive alignment, has not been properly employed in the course design and how that has resulted in students failing to persist and pass the course. That piece of research served as the basis for my recent “Making Connections” conference presentation. That assignment also included ideas about Robert and Susan and the increase in the number of Roberts, as well as the current nature and purpose of universities. Building on that analysis and inspired by Constance Steinkuehler’s work on scientific literacy practices in World of Warcraft communities, I developed an activity intended to improve academic literacy practices in my Open Source third-year students, and then evaluated the effect on demonstrated practices in their course practices; I presented some of those findings during my “Making Connections” talk, <i>The Nutcracker Effect</i>.</p>
<p>That Open Source course I chaired this year has fed into my thinking in other ways too as a direct result of my ongoing fascination with the ideas of John Seely Brown. In a keynote speech I watched, he was comparing evaluating the influence of “tinkering” on Open Source and how that ties into learning. One of my students innocently made a comment about how Open Source is very similar to learning too. It got me thinking about how tinkering is directly applicable to problem-based learning as well as deep learning, both topics related to activities I see taking place in World of Warcraft and ones I want to encourage in communities of practice for learning.</p>
<p>I do not spend time looking for relevant course materials. In actuality, useful material from other courses came to my attention because of people in my online personal learning networks with whom I interact via Twitter and Plurk primarily. That includes people like Gráinne Conole (OU), Martin Weller (OU), George Siemens (Manitoba), Bryan Alexander (NITLE), Howard Rheingold (Stanford), Steve Wheeler (Plymouth), Tony Hirst (OU), and Alan Cann (Leicester). I am also connected and in regular contact with a number of other Ph.D. students and researchers around the world, both in e-learning and games research.</p>
<p>Not all of the seminars and workshops I attended were immediately obviously applicable, although people I have met at them have fed into my work, like K. Faith’s Lawrence’s and her Ph.D. work on fan fiction and artifact production in LiveJournal communities (<a href="#Lawrence2008" title="The full reference">2008</a>); or practices that encourage motivation and persistence from an Open University staff workshop. Ben du Boulay’s motivation reading group was also very helpful by picking out important theory papers from psychology and cognitive science in motivation, a topic I did not initially realize was of interest until I started regularly attending those meetings. Now motivation is a key element of what I want to investigate.</p>
<div class="einTable">
<table cellspacing="5" cellpadding="0" style="border: thin solid" width="75%">
<tbody>
<tr>
<th>Activity</th>
<th>Result</th>
</tr>
<tr>
<td valign="top">
<p>H812: Postgraduate Certificate in Academic Practice</p>
</td>
<td valign="top">
<p>2 essays; material for book chapter proposal; a conference presentation; constructive alignment; Roberts and Susans</p>
</td>
</tr>
<tr>
<td valign="top">
<p>H810: Accessbility in Online Learning</p>
</td>
<td valign="top">
<p>blog postings; introduction to communities of practice; inclusion &amp; nature of universities</p>
</td>
</tr>
<tr>
<td valign="top">
<p>H800: Technology-Enhanced Learning &amp; Practices and H809: Practice-Based Research in Educational Technology</p>
</td>
<td valign="top">
<p>Digital natives; Google generation; tinkering &amp; J.S. Brown; ethnography as a research method</p>
</td>
</tr>
<tr>
<td valign="top">
<p>Book chapter proposal</p>
</td>
<td valign="top">
<p>Rejected but served as the basis for this document and thesis proposal; thesis topic.</p>
</td>
</tr>
<tr>
<td valign="top">
<p>Seminars, workshops, conferences</p>
</td>
<td valign="top">
<p>Ideas and people</p>
</td>
</tr>
<tr>
<td valign="top">
<p>Twitter and Plurk</p>
</td>
<td valign="top">
<p>Ideas, people, resources, discussion, and community.</p>
</td>
</tr>
</tbody>
</table>
<h4>Table 2: Major Activities Summary<br />
Activities and their outcomes</h4>
</div>
<h2>Progression and the Future</h2>
<h3 style="font-size: smaller;margin-right: 50px;margin-left: 10px">There’s much left to explore.</h3>
<p>My immediate plan is to complete a literature review and formal thesis proposal by the end of October. That means a summer spent reading. I have some good starting points, both in e-learning, motivation, and game-related to learning areas, including Constance Steinkuehler’s World of Warcraft literacy research and Bonnie Nardi’s work. There is also more to read on John Seely Brown’s ideas on information spaces, learning, and tinkering. I feel I am in a good position to start and make good progress on that without getting too lost. I also can draw upon the advice and recommendations of others in my personal learning network, if need be.</p>
<p>I am anticipating at least three studies to complete my Ph.D. work. The first is a beta study to test out the research and data methodology for a larger-scale study in World of Warcraft. At this point, it is not clear whether the study will be an ethnographic study occurring in World of Warcraft directly or some other kind of research, like discourse analysis, on related artifacts like forums and web sites. That will be more evident after the thesis proposal has been written and I have a clearer idea of what specific questions I want the study to answer, perhaps after consultation with Dr. Ruth Woodfield from Sociology. However, I do know that I am looking for metaphors and systems for motivation and persistence that can be transported into an e-learning communities of practice environment. The second study would be the actual large-scale study intended to gather sufficient data to answer the posed questions.</p>
<p>The third study would take the hypothesis of motivation and persistence gained from the World of Warcraft studies and apply it to a subject online student population for positive improvements. I hope to facilitate something through my current connections at the Open University. This would be a good route as the student population in my undergraduate courses are quite large and could be divided into control and experimental groups. If an OU group is not possible, using a smaller group from Dr. Good’s online e-learning cohort might work. I am in the process of sounding out various people already at the Open University as to how I would go about obtaining permission to do that.</p>
<p>I am also actively looking for small JISC grant projects in related areas that I can apply for on my own. Dr. Tony Hirst (OU) has apparently figured out a way by which universities can be bypassed when applying for JISC funds, thus avoiding the universities annexing up to half for fixed costs out of an already small amount. He has already done this with one of his own projects (<a href="#Winn2009" title="The full reference">Winn, 2009</a>), but I will admit he is in a better position than I am to pull it off. Still, it does not hurt to look and to try.</p>
<p>In addition to obtaining funding, another benefit of research grants is that they expect output, usually in the form of published papers or other documents. That would tie nicely into my plans to do a thesis comprised of a collection of papers (published or unpublished) as already permitted in Psychology at Sussex. With my attention deficit disorder, I feel this approach will be a lot easier for me to manage, as individual papers are self-contained and smaller units. My plan is to publish several papers. The initial research questions I have already could form at least one and the two major studies another two. The argument would be that published papers have already undergone some sort of peer review and, by publication, obtained far wider public exposure than most Ph.D. theses ever get. Dr. Good and Dr. Whitby are responsible for making this possible (or attempting to do so) on the departmental side. I would like to see the option available to everyone, but I am confident I should be able to get it as a reasonable accommodation for my disability.</p>
<p>My intention is to complete by spring of 2011. I will include a tentative timeline of things to be done and when in my thesis proposal at the end of October. In order to complete in 2011, I will need to make a change to my registration status as I am officially out of time in January 2010. I spoke to the postgraduate advisor at the beginning of the year. She believed the department would work with me to either restart my registration period or extend my current one. I am in the process of trying to get that sorted prior to the decommissioning of the school later this summer.</p>
<h2>References</h2>
<p><a name="Biggs2007" id="Biggs2007">Biggs, J. &amp; Tang, C. (2007)</a> <i>Teaching for Quality Learning at University</i>, 3rd edition, Maidenhead, UK, Open University Press.</p>
<p><a name="Blandeburgo2009" id="Blandeburgo2009">Blandeburgo, B. (2009)&gt;</a> ‘Activision “WoWs,” But Where’s Wireless?’, <i>The Game Trade Journal</i>, blog entry posted March 4, 2009. Available from: <a href="http://www.gametradejournal.com/2009/03/activision-wows-but-wheres-wireless.html">http://www.gametradejournal.com/2009/03/activision-wows-but-wheres-wireless.html</a> (Accessed March 9, 2009).</p>
<p><a name="Brown2008" id="Brown2008">Brown, J.S. &amp; Adler, R.P. (2008)</a> ‘Minds on Fire: Open Education, the Long Tail, and Learning 2.0’ <i>Educause Review</i>, 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="Churches2008" id="Churches2008">Churches, A. (2008)</a> <i>Bloom’s Digital Taxonomy</i>, [online] PDF. Available from: <a href="http://edorigami.wikispaces.com/Bloom%E2%80%99s%20Digital%20Taxonomy">http://edorigami.wikispaces.com/Bloom’s%20Digital%20Taxonomy</a> (Accessed January 20, 2009).</p>
<p><a name="Clydesdale2009" id="Clydesdale2009">Clydesdale, T. (2009)</a> ‘Wake Up and Smell the New Epistemology’, <i>Chronicle of Higher Education</i>, January 23, 2009, [online]. Available from: <a href="http://chronicle.com/free/v55/i20/20b00701.htm">http://chronicle.com/free/v55/i20/20b00701.htm</a> (Accessed January 23, 2009).</p>
<p><a name="Fish2009" id="Fish2009">Fish, S. (2009)</a> ‘Think Again’, <i>The New York Times</i>, blog entry posted January 18, 2009. Available from: <a href="http://fish.blogs.nytimes.com/2009/01/18/the-last-professor/">http://fish.blogs.nytimes.com/2009/01/18/the-last-professor/</a> (Accessed January 22, 2009).</p>
<p><a name="Hagel2009" id="Hagel2009">Hagel, J. &amp; Seely, J.S. (2009)</a> ‘How World of Warcraft Promotes Innovation’ <i>Business Week Online</i>, 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 January 19, 2009).</p>
<p><a name="Krathwohl2002" id="Krathwohl2002">Krathwohl, D.R. (2002)</a> ‘A Revision of Bloom’s Taxonomy: An Overview<i>’ Theory into Practice</i>, 41 (4), [online] Available from: <a href="http://www.informaworld.com/smpp/content~db=all?content=10.1207/s15430421tip4104_2">http://www.informaworld.com/smpp/content~db=all?content=10.1207/s15430421tip4104_2</a> (Accessed January 12, 2009).</p>
<p><a name="Lawrence2008" id="Lawrence2008">Lawrence, K.F. (2008)</a> <i>The Web of Community Trust &#8211; Amateur Fiction Online: A Case Study in Community Focused Design for the Semantic Web</i>. Ph.D. thesis, University of Southampton.</p>
<p><a name="Weinberger2007" id="Weinberger2007">Weinberger, D. (2007)</a> <i>Everything Is Miscellaneous: The Power of the New Digital Disorder</i>, New York, USA, Holt Paperbacks.</p>
<p><a name="Santayana2005" id="Santayana2005">Santayana, G. (2005)</a> <i>The Life of Reason: The Phases of Human Progress</i>, Project Gutenberg, [online] Available from: <a href="http://www.gutenberg.org/files/15000/15000-h/15000-h.htm">http://www.gutenberg.org/files/15000/15000-h/15000-h.htm</a></p>
<p><a name="Wenger1999" id="Wenger1999">Wenger, E. (1999)</a> <i>Communities of Practice: Learning, Meaning, and Identity</i>, Cambridge, UK, Cambridge University Press.</p>
<p><a name="Wesch2008)">Wesch, M. (2008)</a> ‘A Vision of Students Today (&amp; What Teachers Must Do)’, <i>Britannica.com</i>, blog entry posted October 21, 2008. Available from: <a href="http://www.britannica.com/blogs/2008/10/a-vision-of-students-today-what-teachers-must-do/">http://www.britannica.com/blogs/2008/10/a-vision-of-students-today-what-teachers-must-do/</a> (Accessed October 21, 2008).</p>
<p><a name="Winn2009" id="Winn2009">Winn, J. (2009)</a> ‘JISCPress: Developing a Community Platform for the JISC Funding Process’, <i>The Learning Lab</i>, blog entry posted June 5, 2009. Available from: <a href="http://joss.blogs.lincoln.ac.uk/2009/06/05/jiscpress-developing-a-community-platform-for-the-jisc-funding-process/">http://joss.blogs.lincoln.ac.uk/2009/06/05/jiscpress-developing-a-community-platform-for-the-jisc-funding-process/</a> (Accessed June 5, 2009).</p>
<p><a name="Wright2006" id="Wright2006">Wright, W. (2006)</a> ‘Dream Machines’, <i>Wired</i>, 14.04</p>
<p><a name="Woodcock2008a" id="Woodcock2008a">Woodcock, B.S. (2008a)</a> <i>MMOGCHART.Com</i>, [online]. Available from: <a href="http://www.mmogchart.com/">http://www.mmogchart.com/</a> (Accessed March 8, 2009).</p>
<p><a name="Woodcock2008b" id="Woodcock2008b">Woodcock, B.S. (2008b)</a> <i>An Analysis of MMOG Subscription Growth: Version 23.0</i>, [online]. Available from: <a href="http://www.mmogchart.com/analysis-and-conclusions/">http://www.mmogchart.com/analysis-and-conclusions/</a> (Accessed March 8, 2009).</p>
<p><a name="Yee2004" id="Yee2004">Yee, N. (2004)</a> Player Demographics, [online] <i>The Daedalus Project</i>. Available from: <a href="http://www.nickyee.com/daedalus/gateway_demographics.html">http://www.nickyee.com/daedalus/gateway_demographics.html</a> (Accessed March 9, 2009).</p>
<p><a name="Yee2005" id="Yee2005">Yee, N. (2005)</a> ‘WoW Basic Demographics’, <i>The Daedalus Project</i>, blog entry posted July 28, 2005. Available from: <a href="http://www.nickyee.com/daedalus/archives/001365.php">http://www.nickyee.com/daedalus/archives/001365.php</a> (Accessed March 9, 2009).</p>
<div class="einTable">
<div class="captionTitle">
<p>Contact Details</p>
</div>
<div class="captionText">
<p>Michelle A. Hoyle &#8212; June 7, 2009<br />
http://einiverse.eingang.org/<br />
eingang AT sussex DOT ac DOT uk</p>
</div>
</div>
<p><a name="downloads" id="downloads"><strong>Downloadable Resources:</strong></a><br />
-<a href="http://einiverse.eingang.org/publications/2009WoW-Thesis-Progress.pdf" title="Levelling Lifelong Learning proposal and progress as a pDF document">A4 PDF Version of Levelling Lifelong Learning: Progress Report 2008/2009</a> (612 KB)</p>
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