<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>E1n1verse &#187; learning</title>
	<atom:link href="http://einiverse.eingang.org/tag/learning/feed/" rel="self" type="application/rss+xml" />
	<link>http://einiverse.eingang.org</link>
	<description>WoW, Learning, and Teaching by Michelle A. Hoyle</description>
	<lastBuildDate>Wed, 04 Jan 2012 13:17:06 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
		<item>
		<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>
]]></content:encoded>
			<wfw:commentRss>http://einiverse.eingang.org/2011/07/27/connectivism-and-affinity-spaces-some-initial-thoughts/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<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>
]]></content:encoded>
			<wfw:commentRss>http://einiverse.eingang.org/2011/04/18/the-ou-as-the-grandmother-of-p2p-learning-communities/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Games, Blurred Boundaries, and Learning</title>
		<link>http://einiverse.eingang.org/2010/12/02/games-blurred-boundaries-and-learning/</link>
		<comments>http://einiverse.eingang.org/2010/12/02/games-blurred-boundaries-and-learning/#comments</comments>
		<pubDate>Thu, 02 Dec 2010 13:31:03 +0000</pubDate>
		<dc:creator>Eingang</dc:creator>
				<category><![CDATA[gaming]]></category>
		<category><![CDATA[ideas]]></category>
		<category><![CDATA[conferences]]></category>
		<category><![CDATA[IDEAs]]></category>
		<category><![CDATA[learning]]></category>
		<category><![CDATA[World of Warcraft]]></category>

		<guid isPermaLink="false">http://einiverse.eingang.org/?p=446</guid>
		<description><![CDATA[One of the reasons game skills don’t transfer to learning well is because learners/players do not see something in a game as being applicable to something academic.  Much learning we do is completely context-based.  Without the context of the “subject”, we do not necessarily think to apply something we have learned or maybe even realize that it is applicable.]]></description>
			<content:encoded><![CDATA[<div class="topimage"><img src="http://einiverse.eingang.org/files/2010/11/blurred_boundary4.jpg" border="0" alt="World of Warcraft screenshot of the blurred boundaries between zones." width="500" height="375" /><br /> <span class="attribution">Credit: <a href="http://www.flickr.com/photos/30294455@N04/4347922580/">Screenshot</a> by <a href="http://www.flickr.com/photos/kadaan/">dyashman</a> under an <a href="http://creativecommons.org/licenses/by/2.0/deed.en">Attribution 2.0 Generic license</a><br /></span></p>
<p>Image: The blurred boundary between the Stranglethorn Vale, Duskwood, and Deadwind Pass zones in World of Warcraft.</p>
</div>
<p>I posted this entry originally early in November, but somehow an entire paragraph disappeared, so I&#8217;ve re-posted it with a new date. &#8212; Michelle</p>
<blockquote class="twitterquote">
<p>_arien:<br /> games based learning, i think has potential but learners struggle with transferring the learning &amp; dealing with blurred boundaries #fote10</p>
<p>Eingang: <br />@_arien I think you&#8217;re right that learners have trouble with learning when boundaries blurred like in <acronym title="games-based learning">GBL, because of context. #fote10</acronym></p>
<p>_arien:  <br />@Eingang exactly, our minds still work in boxes and takes practice to cross between formal and informal contexts</p>
<p>Eingang: <br />@_arien Blurred boundaries &amp; different contexts are particularly problematic for, eg, people w autistic spectrum disorders. #h810 #fote10</p>
<p>Eingang: <br />@_arien <acronym title="augmented reality">AR</acronym> can help overcome the context issue/blurred boundaries of learning we were just discussing, because <acronym title="real life">RL</acronym> there too. #fote10</p>
</blockquote>
<p>The above is an extract from a Twitter conversation I had on October 1st during the Future of Technology in Education conference (#fote10) with <a href="http://twitter.com/_arien">@_arien</a>.   Arien was attending the conference, watching <a href="http://olliebray.typepad.com/olliebraycom/2010/10/the-future-of-technology-in-education-conference-2010-fote10.html">Ollie Bray’s talk</a>, while I was following the conference on Twitter.  Arien, as it happens, is one of my <a href="http://www3.open.ac.uk/study/postgraduate/course/h810.htm">Open University H810</a> students.  Ollie Bray (<a href="http://twitter.com/olliebray">@olliebray</a>), of Learning &amp; Teaching Scotland, was discussing the use of computer games in education.</p>
<p>I think Arien’s hit the nail on the head: it is about context.  One of the reasons game skills don’t transfer to learning well is because learners/players do not see something in a game as being applicable to something academic.  Much learning we do is completely context-based.  Without the context of the “subject”, we do not necessarily think to apply something we have learned or maybe even realize that it is applicable.</p>
<p><span id="more-446"></span>
<p>That is, of course, only true when you are dealing with games intended to be games, and not necessarily with products developed or intended to be educational games.   Let me clarify that with some examples.  Ollie Bray talked about a handheld brain training game.  One of the brain training game exercises has you complete as many math problems as you can within a certain time span.  The math problems are usually simple addition or subtraction.  While the object is to do as many as possible to achieve the highest score, the context of doing math problems is familiar and immediately recognizable.  This particular “game” helps encourage the practice effect that is necessary for so much learning.  The practice effect is also present in World of Warcraft, where someone may be doing complex comparisons of one set of gear statistics versus another.  That also requires mathematical skills, but it is not obvious to the learner that they are practicing a math skill.</p>
<p>﻿The gear statistics example from World of Warcraft is not, I admit, a good example, because it does not illustrate learning.  Actually, technically speaking, neither example so far does.  They are both about practicing skills.  You have already learned how to do the math somewhere else.   In the brain training example, the domain it is applied in is the same as how you likely learned the skill.  In the World of Warcraft example, the domain is completely different and not so obviously related.</p>
<p>I think there is something here to explore about blurred boundaries and learning and I would like to return to it at a later point.  Thank you, Arien, for starting me thinking about it.</p>
]]></content:encoded>
			<wfw:commentRss>http://einiverse.eingang.org/2010/12/02/games-blurred-boundaries-and-learning/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Howard Rheingold Interviews Me (Part 1)</title>
		<link>http://einiverse.eingang.org/2010/11/03/howard-rheingold-interviews-me-part-1/</link>
		<comments>http://einiverse.eingang.org/2010/11/03/howard-rheingold-interviews-me-part-1/#comments</comments>
		<pubDate>Wed, 03 Nov 2010 18:59:53 +0000</pubDate>
		<dc:creator>Eingang</dc:creator>
				<category><![CDATA[med1a]]></category>
		<category><![CDATA[collaboration]]></category>
		<category><![CDATA[communities]]></category>
		<category><![CDATA[interviews]]></category>
		<category><![CDATA[learning]]></category>
		<category><![CDATA[social knowing]]></category>
		<category><![CDATA[World of Warcraft]]></category>

		<guid isPermaLink="false">http://einiverse.eingang.org/?p=430</guid>
		<description><![CDATA[Howard Rheingold interviews me about collaborative skills people are learning in World of Warcraft.]]></description>
			<content:encoded><![CDATA[<div class="topimage"><img src="http://einiverse.eingang.org/files/2010/11/howardANDelsh.jpg" border="0" alt="Screen composite of Howard Rheingold and Elsheindra together" width="550" height="441" /><br /> <span class="attribution">Credit: Remixed by Michelle A. Hoyle from an <a href="http://www.flickr.com/photos/35034362831@N01/2120715411/">image of Howard Rheingold</a> by Joi Ito</span></p>
<p>Image: Howard Rheingold and Elsheindra, Michelle’s World of Warcraft character, together at last.</p>
</div>
<p>Howard Rheingold contacted me in September to interview me about World of Warcraft and learning, because he knows I’m researching communities and learning in World of Warcraft.  We were finally able to meet up today for the interview.   He is working on a book about the kinds of skills people need for life online.</p>
<p>His first question was: What kind of collaborative skills have I found to be valuable from World of Warcraft?</p>
<p><span id="more-430"></span></p>
<p>I discussed how people come together in groups and need to be able to collaborate in two ways: one by taking instruction and two by giving or receiving advice.  The main idea there was that people initially learn from others who have already done something before or who have read it.  Then they too later pass that knowledge on to other people that they come in contact with in the same circumstances to help ensure the success of that future group.  It&#8217;s a kind of a just-in-time knowledge transmission.  When the knowledge doesn’t already exist or isn’t known, players build models or theories based on what they observe happening and then test those theories out.  If necessary the theory is adjusted until they come up with something that works.  Those players or others like them may then come together again but outside the world in wikis, forums, and blogs to build up a community of knowledge, taking it from the tacit to the documented known.</p>
<p>I also talked about leadership skills and performance metrics and how WoW provides mechanisms in the game that allow people to examine their own performance and the performance of others around them outside the game.  That&#8217;s used to learn and to improve individual performance or group performance.  Reflection and review, as well as leadership, are valuable skills in the real world, because we need people able to organize people and to look at problems creatively.  World of Warcraft fosters and rewards people who are willing to do that.</p>
<p>Finally, I discussed the variety of people present in World of Warcraft.  In Europe the groups vary not just by age, but by culture as well.  Being able to organize and maintain social groups is a skill.  Most guilds don’t last a year, but some of the guilds I’ve been associated with have been around since World of Warcraft started and that’s a testament to the skills their leaders have in maintaining community.  While communities can coalesce on their own.  They don’t maintain themselves.</p>
<p>I can’t remember precisely what I said and I have possibly been more literate in places in this post, but the above is some of the gist of what I discussed in the interview.  I didn’t record the session.  Luckily, Howard’s going to send me a transcript. I&#8217;m really excited about the things I&#8217;m discovering in World of Warcraft.  It was a pleasure to talk to Howard about it.</p>
<h3>﻿Credits:</h3>
<p>The screen composite of Howard and Elsheindra is licensed by Michelle A. Hoyle under a <a href="http://creativecommons.org/licenses/by-nc-sa/3.0/">Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License</a>.  Joi Ito published the <a href="http://www.flickr.com/photos/35034362831@N01/2120715411/">original image of Howard Rheingold</a> under a <a href="http://creativecommons.org/licenses/by/2.0/deed.en">Creative Commons Attribution 2.0 Generic license.</p>
]]></content:encoded>
			<wfw:commentRss>http://einiverse.eingang.org/2010/11/03/howard-rheingold-interviews-me-part-1/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Games, Research, and The OU.  Notes on a Meeting</title>
		<link>http://einiverse.eingang.org/2010/11/03/games-research-and-the-ou-notes-on-a-meeting/</link>
		<comments>http://einiverse.eingang.org/2010/11/03/games-research-and-the-ou-notes-on-a-meeting/#comments</comments>
		<pubDate>Wed, 03 Nov 2010 17:32:05 +0000</pubDate>
		<dc:creator>Eingang</dc:creator>
				<category><![CDATA[network1ng]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[learning]]></category>
		<category><![CDATA[networking]]></category>
		<category><![CDATA[Open University]]></category>
		<category><![CDATA[research]]></category>

		<guid isPermaLink="false">http://einiverse.eingang.org/?p=426</guid>
		<description><![CDATA[These are some notes I made while at a meeting of Open University people interested in gaming, research, and learning on October 21, 2010.  It was organized by Jo ﻿Iacovides (The Institute for Educational Technology) and ﻿Marian Petre (Computing).  I received an invitation to attend early last month. ﻿Jo Iacovides  distributed an e-mail containing a [...]]]></description>
			<content:encoded><![CDATA[<p>These are some notes I made while at a meeting of Open University people interested in gaming, research, and learning on October 21, 2010.  It was organized by Jo ﻿Iacovides (The Institute for Educational Technology) and ﻿Marian Petre (Computing).  I received an <a href="http://einiverse.eingang.org/2010/10/11/open-university-meet-for-games-researchers/">invitation to attend</a> early last month.</p>
<p><span id="more-426"></span>
<p>﻿Jo Iacovides  distributed an e-mail containing a list of contact details and descriptions from all of the people who expressed an interest.  I didn’t see it before I arrived in Milton Keynes, but I’m surprised at some of the people on it.  Ian Martin, from the T320 course team and the TT380 chair, is here across from me.  Several people from my Twitter stream, like Doug Clow, are here.  Some people I see on the PlanetOU blogs, like Ray Corrigan and Colin Chambers, are also here.  Not all of the 36 people who expressed an interest are here.  There are 24 people here.  There’s a disparate number of women present.  The two organizers are female and then there are three other women physically present, plus Rita Tingle via Elluminate.  That’s not very many!</p>
<p>Quite a number of people are interested in motivation and engagement.  Some people, like Jo and the guy next me (who is it again?), are interested in methodology.  The guy next me is particularly interested in assessing learning in games and the methodology for that.</p>
<p>There will be a wiki for the people in this group.  One of the first things they want to create a page for is an inventory of where and what games are used at The Open University.  One of the problems at the OU is that it’s so compartmentalized.  There are all kinds of neat people and projects, but it’s so difficult to find out about them, so one of the goals is to introduce us all and harvest our shared knowledge, whether that’s for “blue skies” research or applied use.</p>
<p>What do I want?  I’m very firmly embedded in an the OU’s distance education context.  My love of teaching is one of the three pillars in my life, along with building communities, and playing games.  It’s not just about World of Warcraft, but about the game theory and metaphorical aspects that both motivate and encourage people to persist.  As Tony Nixon mentioned, there’s a lot of boring stuff in games, but players still persist.  Some people have called World of Warcraft “World of Workcraft”.  I think one of the reasons they persist is because of community and peer pressure.  So I’m also interested in the mechanisms in games that encourage and support them in forming their own communities of practice for learning and inquiry.  My end goal is to trans to transfer these successful (in gaming) methodologies into online pedagogies.  I want to encourage students to become more “Susans” than being satisfied with being “Roberts”, particularly in online courses, where it’s difficult to maintain motivation and persist when you, as a student, are basically alone.</p>
<p>This involves both qualitative and quantitative research.  I know my contexts, but some of the methodological bits—connective ethnography and analysis—I’d love to discuss.  Plus I just love hearing ideas and thinking about things.  And, if it involves playing and doing things along the way with real students, all the better!   I’m therefore keen to make connections and find like-minded people with whom to collaborate on those topics within the community in which I, however, tenuously, belong.</p>
<p> </p>
<p><a class="a2a_button_twitter" href="http://www.addtoany.com/add_to/twitter?linkurl=http%3A%2F%2Feiniverse.eingang.org%2F2010%2F11%2F03%2Fgames-research-and-the-ou-notes-on-a-meeting%2F&amp;linkname=Games%2C%20Research%2C%20and%20The%20OU.%20%20Notes%20on%20a%20Meeting" title="Twitter" rel="nofollow" target="_blank"><img src="http://einiverse.eingang.org/wp-content/plugins/add-to-any/icons/twitter.png" width="16" height="16" alt="Twitter"/></a><a class="a2a_button_diigo" href="http://www.addtoany.com/add_to/diigo?linkurl=http%3A%2F%2Feiniverse.eingang.org%2F2010%2F11%2F03%2Fgames-research-and-the-ou-notes-on-a-meeting%2F&amp;linkname=Games%2C%20Research%2C%20and%20The%20OU.%20%20Notes%20on%20a%20Meeting" title="Diigo" rel="nofollow" target="_blank"><img src="http://einiverse.eingang.org/wp-content/plugins/add-to-any/icons/diigo.png" width="16" height="16" alt="Diigo"/></a><a class="a2a_button_friendfeed" href="http://www.addtoany.com/add_to/friendfeed?linkurl=http%3A%2F%2Feiniverse.eingang.org%2F2010%2F11%2F03%2Fgames-research-and-the-ou-notes-on-a-meeting%2F&amp;linkname=Games%2C%20Research%2C%20and%20The%20OU.%20%20Notes%20on%20a%20Meeting" title="FriendFeed" rel="nofollow" target="_blank"><img src="http://einiverse.eingang.org/wp-content/plugins/add-to-any/icons/friendfeed.png" width="16" height="16" alt="FriendFeed"/></a><a class="a2a_dd a2a_target addtoany_share_save" href="http://www.addtoany.com/share_save#url=http%3A%2F%2Feiniverse.eingang.org%2F2010%2F11%2F03%2Fgames-research-and-the-ou-notes-on-a-meeting%2F&amp;title=Games%2C%20Research%2C%20and%20The%20OU.%20%20Notes%20on%20a%20Meeting" id="wpa2a_2">Share/Save</a></p>]]></content:encoded>
			<wfw:commentRss>http://einiverse.eingang.org/2010/11/03/games-research-and-the-ou-notes-on-a-meeting/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Open University Meet for Games Researchers</title>
		<link>http://einiverse.eingang.org/2010/10/11/open-university-meet-for-games-researchers/</link>
		<comments>http://einiverse.eingang.org/2010/10/11/open-university-meet-for-games-researchers/#comments</comments>
		<pubDate>Mon, 11 Oct 2010 12:13:32 +0000</pubDate>
		<dc:creator>Eingang</dc:creator>
				<category><![CDATA[gaming]]></category>
		<category><![CDATA[network1ng]]></category>
		<category><![CDATA[phd1ng]]></category>
		<category><![CDATA[event]]></category>
		<category><![CDATA[learning]]></category>
		<category><![CDATA[networking]]></category>
		<category><![CDATA[Open University]]></category>

		<guid isPermaLink="false">http://einiverse.eingang.org/?p=395</guid>
		<description><![CDATA[Meet up at the OU for gaming researchers on October 21, 2010]]></description>
			<content:encoded><![CDATA[<div class="topimage"><img src="http://einiverse.eingang.org/files/2010/10/101007_Irana_Initiation.jpg" border="0" alt="Screenshot of a recent typical One guild meeting" width="550" height="413" /><br /><span class="attribution">Credit: Michelle A. Hoyle <a href="http://creativecommons.org/licenses/by-nc-sa/2.0/deed.en">Attribution-NonCommercial-ShareAlike 2.0 License</a></span></p>
<p>Image: A recent guild meeting where Irana (left) was initiated into The One.  As always, there was dancing, but things got a little &#8220;hot.&#8221;</p>
</div>
<p>Colleagues from the Institute of Educational Technology (IET) and Maths, Computing and Technology at The Open University (OU) are inviting other OU staff interested in gaming research to a meeting next week in Milton Keynes.  Here&#8217;s part of the blurb from the <a href="http://oudigilab.blogspot.com/2010/10/invitation-to-ou-staff-to-attend.html">DigiLab post</a> describing the event:</p>
<blockquote>
<p>On Thursday, 21st October, Jo Iacovides (IET) and Marian Petre (Computing) are hosting an informal discussion on gaming research, with the aim of getting people from the OU who are interested in the area to meet up. Whether it’s using games for learning, considering game design, using gaming as a medium for understanding strategy or interaction, or anything else game-related, it would be great to hear from you.</p>
</blockquote>
<p>As I&#8217;m interested in motivation, learning, and communities of practice formation within World of Warcraft, this is right up my alley. I know Jo Iacovides, one of the organizers, is also interested in some similar topics, as we&#8217;ve corresponded previously, but I&#8217;m eager to make some other connections.  I doubt it will get as &#8220;heated&#8221; as some of my guild meetings, but it should be interesting.</p>
<p>PS: If anyone knows of cheap ways to get from Milton Keynes Central to The Open University, please let me know!  I currently use the Raffles taxi service and it&#8217;s about £5.00 each way; the taxi fare is almost as much as my rail fare from London.  Thanks.</p>
]]></content:encoded>
			<wfw:commentRss>http://einiverse.eingang.org/2010/10/11/open-university-meet-for-games-researchers/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<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>
]]></content:encoded>
			<wfw:commentRss>http://einiverse.eingang.org/2010/09/15/moocs-versus-mmorpgs-a-plenk2010-idea/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<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>
]]></content:encoded>
			<wfw:commentRss>http://einiverse.eingang.org/2010/03/31/learning-in-world-of-warcraft-the-wow-learning-project/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>OER and a Pedagogy of Abundance</title>
		<link>http://einiverse.eingang.org/2009/11/18/oer-and-a-pedagogy-of-abundance/</link>
		<comments>http://einiverse.eingang.org/2009/11/18/oer-and-a-pedagogy-of-abundance/#comments</comments>
		<pubDate>Wed, 18 Nov 2009 21:58:55 +0000</pubDate>
		<dc:creator>Michelle</dc:creator>
				<category><![CDATA[teach1ng]]></category>
		<category><![CDATA[cck09]]></category>
		<category><![CDATA[constructivism]]></category>
		<category><![CDATA[learning]]></category>
		<category><![CDATA[oer]]></category>
		<category><![CDATA[Open University]]></category>
		<category><![CDATA[pedagogy]]></category>
		<category><![CDATA[teaching]]></category>

		<guid isPermaLink="false">http://einiverse.eingang.org/?p=181</guid>
		<description><![CDATA[Is there such a thing as a pedagogy of abundance and how are the ideas that support it closely related to open educational resources?]]></description>
			<content:encoded><![CDATA[<p><a href="http://nogoodreason.typepad.com/">Martin Weller</a> gave a 30-minute presentation last week for George Siemens&#8217;s <a href="http://ltc.umanitoba.ca/connectivism/?p=189" title="Connectivism and Connective Knowledge course page">CCK09 course</a> on an idea he called <a href="http://nogoodreason.typepad.co.uk/no_good_reason/2009/11/a-pedagogy-of-abundance-take-2.html">&#8220;the pedagogy of abundance.&#8221;</a> The key idea was that teaching in the past had been based on a scarcity model. I interpreted this as meaning knowledge was scarce (or closely guarded) and educators (the &#8220;talent&#8221;) were the scarce high priests on high&#8211;classic sage on the stage. He likened it to the music industry, which doesn&#8217;t strike me as too far off-base.</p>
<p><object style="margin:0px" width="425" height="355"><param name="movie" value="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=id=2481983&amp;doc=abundance1-091112032127-phpapp02" /><param name="allowFullScreen" value="true"/><param name="allowScriptAccess" value="always"/><param name="wmode" value="transparent" /><embed src="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=id=2481983&amp;doc=abundance1-091112032127-phpapp02" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="355" wmode="transparent"></embed></object><br />
<span id="more-181"></span></p>
<p>However, the music industry has been forced to change. The talent was still scarce, but production and distribution were now abundant. As we know, artists can even easily self-publish and promote, taking that power out of the record industry&#8217;s grasping hands. Educational resources are now experiencing the same sort of revolution. It&#8217;s suddenly easy for content developers to share their content; it&#8217;s the age of abundance.</p>
<p>Weller listed several requisites for the pedagogy of abundance:</p>
<ul>
<li>Content is free</li>
<li>Content is abundant</li>
<li>Content is varied</li>
<li>Social-based</li>
<li>Network is valuable</li>
<li>Crowdsourcing</li>
</ul>
<p>Looking at that list, it&#8217;s very heavily influenced by principles of the Open Source movement and, consequently, the Open Educational Resources movement. That movement was given a huge boost in terms of available content, quality of content, and certainly profile by MIT&#8217;s large-scale <a href="http://ocw.mit.edu/">OpenCourseWare project</a>.</p>
<p>One problem, however, with this model is that, while the content is free to consumers, it&#8217;s not free to the producers. In a November 10th <a href="http://www.guardian.co.uk/education/2009/nov/10/web-technology-degree-future-online"><i>Guardian</i> article</a>, author Harriet Swain states that it costs MIT between $10,000 and $15,000 to put material for each course online. She also mentions that Utah State University recently had to freeze its own project after failing to raise an addition $120,000 US/year needed to fund their project. MIT&#8217;s project is being paid for—at least partially—with donations and corporate sponsors. I suspect some of that cost is rights clearance for materials and converting courses developed prior to the project to the OpenCourseWare format. If so, the cost should go down as authors are encouraged to make use of free materials and develop in a format appropriate for easy publication via OpenCourseWare. Still, it does demonstrate that producing and disseminating high-quality free content is in itself not necessarily free.</p>
<p>Nevertheless, several institutions, including the Open University, are still committed to producing this content, not to mention countless individuals. Free content that we can remix. reuse, and repurpose fits beautifully and naturally into several of Weller&#8217;s suggested models, like resource-based learning and problem-based learning. However, it can also fit into constructivism, communities of practice, and connectivism too, where we&#8217;re actively building a shared understanding of materials through exploration and collaboration.</p>
<p>With the glut of content available, it&#8217;s easy to drown. Backchannel discussion talked about the need for information filters and crap detection (see Howard Rheingold&#8217;s <a href="http://www.sfgate.com/cgi-bin/blogs/rheingold/detail?entry_id=42805" title="Crap Detection 101 article">excellent article</a>).  With too much choice comes uncertainty and second-guessing, something Barry Schwartz has done some research on.  Shared exploration and collaboration works well with the &#8220;guide on the side&#8221; metaphor, where you have subject expert mentors who help create &#8220;paths&#8221; through the sea of content, providing an intelligent information filter.  </p>
<p>George Siemens mentioned that this was similar to Darken&#8217;s (1996) &#8220;wayfinder&#8221; metaphor from gaming, an apt linkage.  This skill is necessary for both learners and mentors, because we&#8217;re both in a transition period between scarcity and abundance.  The information filtering issue probably won&#8217;t be as pronounced or maybe even worth mentioning by subsequent generations.  Does that render the pedagogy of abundance a meaningless discussion or concept?  I don&#8217;t think so, because we&#8217;re still talking about ways to promote participatory learning and encourage connected constructivism, regardless of the strategies people use to locate the content needed to do that.</p>
<p>Weller&#8217;s presentation ends with three conclusions:</p>
<ol>
<li>There&#8217;s nothing in a pedagogy of abundance.</li>
<li>There are sufficient theories already; they just need to be recast.</li>
<li>None of the existing theories adequately captures the technology and behaviour, so a new theory is required.</li>
</ol>
<p>Initially, I tended towards two, although I commented during the presentation that many of the suggested pedagogies can be mixed and matched. If you&#8217;re mixing and matching, you could end up creating something new, which could potentially make it number three.</p>
<h3>Resources and References:</h3>
<ul>
<li>Darken, R.P. &amp; Sibert, J.L. (1996) <a href="http://dx.doi.org/10.1145/238386.238459">‘Wayfinding Strategies and Behaviors in Large Virtual Worlds’</a>, presented at Proceedings of the SIGCHI Conference on Human Factors in Computing Systems: Common Ground, Vancouver, Canada, April 13-18, ACM. pp:142-149.</li>
<li>Rheingold, H. (2009) <a href="http://www.sfgate.com/cgi-bin/blogs/rheingold/detail?entry_id=42805">‘Crap Detection 101’</a>, SFGate, blog entry posted June 30, 2009. Accessed November 17, 2009.</li>
<li>Schwartz, B. (2004) ‘<a href="http://www.scientificamerican.com/article.cfm?id=the-tyranny-of-choice-2004-04">The Tyranny of Choice’</a>, <i>Scientific American</i>, April 2004.</li>
<li>Schwartz, B (2006) <a href="http://tedblog.typepad.com/tedblog/2006/09/paradox_of_choi.html">A Paradox of Choice</a> &#8211; TED talk by Barry Schwartz</li>
<li>Swain, H. (2009) ‘<a href="http://www.guardian.co.uk/education/2009/nov/10/web-technology-degree-future-online">Any Student, Any Subject, Anywhere’</a>, The Guardian, News -&gt; Education -&gt; Access to University. Accessed November 10, 2009.</li>
<li>Weller, M. (2009) <a href="http://www.slideshare.net/mweller/a-pedagogy-of-abundance">A Pedagogy of Abundance slides</a> at Slideshare (with audio track)</li>
</ul>
]]></content:encoded>
			<wfw:commentRss>http://einiverse.eingang.org/2009/11/18/oer-and-a-pedagogy-of-abundance/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
		<item>
		<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>
<p></p>
<p>[tweetthis]</p>
<p><a class="a2a_button_twitter" href="http://www.addtoany.com/add_to/twitter?linkurl=http%3A%2F%2Feiniverse.eingang.org%2F2009%2F08%2F04%2Fworld-of-warcraft-and-me-a-true-confession%2F&amp;linkname=World%20of%20Warcraft%20and%20Me%3A%20A%20True%20Confession" title="Twitter" rel="nofollow" target="_blank"><img src="http://einiverse.eingang.org/wp-content/plugins/add-to-any/icons/twitter.png" width="16" height="16" alt="Twitter"/></a><a class="a2a_button_diigo" href="http://www.addtoany.com/add_to/diigo?linkurl=http%3A%2F%2Feiniverse.eingang.org%2F2009%2F08%2F04%2Fworld-of-warcraft-and-me-a-true-confession%2F&amp;linkname=World%20of%20Warcraft%20and%20Me%3A%20A%20True%20Confession" title="Diigo" rel="nofollow" target="_blank"><img src="http://einiverse.eingang.org/wp-content/plugins/add-to-any/icons/diigo.png" width="16" height="16" alt="Diigo"/></a><a class="a2a_button_friendfeed" href="http://www.addtoany.com/add_to/friendfeed?linkurl=http%3A%2F%2Feiniverse.eingang.org%2F2009%2F08%2F04%2Fworld-of-warcraft-and-me-a-true-confession%2F&amp;linkname=World%20of%20Warcraft%20and%20Me%3A%20A%20True%20Confession" title="FriendFeed" rel="nofollow" target="_blank"><img src="http://einiverse.eingang.org/wp-content/plugins/add-to-any/icons/friendfeed.png" width="16" height="16" alt="FriendFeed"/></a><a class="a2a_dd a2a_target addtoany_share_save" href="http://www.addtoany.com/share_save#url=http%3A%2F%2Feiniverse.eingang.org%2F2009%2F08%2F04%2Fworld-of-warcraft-and-me-a-true-confession%2F&amp;title=World%20of%20Warcraft%20and%20Me%3A%20A%20True%20Confession" id="wpa2a_4">Share/Save</a></p>]]></content:encoded>
			<wfw:commentRss>http://einiverse.eingang.org/2009/08/04/world-of-warcraft-and-me-a-true-confession/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
	</channel>
</rss>

