• Persist or Die: Learning in World of Warcraft

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

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

    My mother told me cleaning toilets builds character if done repeatedly. The other night five friends spent more than three hours dying over and over again while playing World of Warcraft (WoW). She never said anything about dying. I found cleaning toilets only gets you clean toilets. Dying and playing, however, teaches you important things. Demons, dragons, dwarves, and possibly folklore, you could see, but learning, love, and leadership?

    Sounds crazy, but it’s true: World of Warcraft has something to say about learning. Prepare yourself, because everything you thought you knew is wrong.

    The talk went very well and the slides were available shortly after the talk via SlideShare, but I was somewhat remiss in preparing a version for my blogs. This version was originally posted on my WoW Learning Project site.

    You have a choice of formats:

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

    This post is a written version of the original talk with the more important slide graphics incorporated. It can therefore be read without the original slides. Enjoy! If you have any comments, feel free to leave them.

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  • On the Importance of the Title and Abstract

    Screenshot of Broggok, the many-eyed, green boss in Blood Furnace
    Credit: Screenshot by Heather Hopkins (Clevergrrl) under an Attribution-ShareAlike 2.0 Generic license

    Image: I can just imagine this Blood Furnace boss exhorting people “L2P!” as he kills them over and over.

    It is day two of the writing regime. Today’s plan is writing 750 words, writing CMA feedback, and working on the paper. I was musing last night about the approach to the paper, thinking that having an abstract or an introduction actually makes it easier to write because it provides a focus for the paper’s direction. I have heard other people say that it makes sense to leave the introduction to the last because then you know what you’ve written. I think the former approach might be more sensible for me. I can always go back and revise the introduction if it does not reflect what I end up doing. Focus, however, is priceless.

    In addition to an introduction or an abstract, a title might also help. I was experimenting with variants of “L2P! Learn To Play Or…”. I thought that was clever, as it’s something you often see more experienced, impatient players saying to players who they think are not living up to their expectations in terms of expertise or speed. In the context of my work, however, it probably makes more sense to say “P2L! Play To Learn”, but I’m not sure how many people will get that. Nevertheless, a title is a starting point. I had both before I started my keynote writing and that turned out well. Perhaps I can incorporate the factoid into the abstract.

    Abstract:

    “L2P! L2P!” This is the exhortation you might encounter in massively multiplayer online games (MMOGs) when other players around you believe your skill or speed in playing is inadequate. It means “learn to play”. In this paper, we demonstrate how L2P has been turned on its axis to yoke the trials of play to the game of learning. 39 World of Warcraft players primarily playing in Europe submitted essays answering the question “Why do you play World of Warcraft?” in a 2010 study.

    Using a grounded theory approach and discourse analysis, the essays were analyzed to ascertain the contributors’ motivations for playing and their reasons for persisting in playing. Yee’s player motivational framework subcomponents (Yee 2005; Yee 2006) were applied to each essay and contrasted with Bartle’s original player typology (Bartle 1996; Bartle 2003) in aggregate to determine overall, general motives these players had. While participants were not asked to write explicitly about learning and many did not provide any examples, several contributions are examined here as case studies of mundane and unusual examples, illustrating what these adults are playing to learn–a learning that goes beyond dungeons, dragons, and dwarves.

    That does not seem too bad as a first go. I need to check on the discourse analysis; it might not be completely true. I also have no idea how I am going to write up the grounded theory bit appropriately, but at least that is accurate. I definitely followed that kind of approach in tagging the essays. I need to find some time to pore through the James Paul Gee’s book on discourse analysis. I just saw someone else in #phdchat mention it again yesterday. It keeps cropping up and I keep not reading it, even after I went to buy it and then realized I already had. That is trying to tell me something, if I would only listen. I also need to check on what to call Yee’s framework.

    References:

    Bartle, R. (1996) ‘Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs’, Journal of MUD Research, 1 (1). Also available from: http://www.mud.co.uk/richard/hcds.htm (Accessed April 22, 2011).

    Bartle, R. (2003) Designing Virtual Worlds. New Riders Publishing.

    Yee, N. (2005) A Model of Player Motivations, [online] Daedalus Project. Available from: http://www.nickyee.com/daedalus/archives/001298.php?page=1 (Accessed March 31, 2011).

    Yee, N. (2006) ‘Motivations for Play in Online Games’, CyberPsychology & Behavior, 9 (6), pp:772-775. Also available from: http://www.liebertonline.com/doi/abs/10.1089/cpb.2006.9.772 (Accessed March 31, 2011).

     
  • Games, Blurred Boundaries, and Learning

    World of Warcraft screenshot of the blurred boundaries between zones.
    Credit: Screenshot by dyashman under an Attribution 2.0 Generic license

    Image: The blurred boundary between the Stranglethorn Vale, Duskwood, and Deadwind Pass zones in World of Warcraft.

    I posted this entry originally early in November, but somehow an entire paragraph disappeared, so I’ve re-posted it with a new date. — Michelle

    _arien:
    games based learning, i think has potential but learners struggle with transferring the learning & dealing with blurred boundaries #fote10

    Eingang:
    @_arien I think you’re right that learners have trouble with learning when boundaries blurred like in GBL, because of context. #fote10

    _arien:  
    @Eingang exactly, our minds still work in boxes and takes practice to cross between formal and informal contexts

    Eingang:
    @_arien Blurred boundaries & different contexts are particularly problematic for, eg, people w autistic spectrum disorders. #h810 #fote10

    Eingang:
    @_arien AR can help overcome the context issue/blurred boundaries of learning we were just discussing, because RL there too. #fote10

    The above is an extract from a Twitter conversation I had on October 1st during the Future of Technology in Education conference (#fote10) with @_arien.   Arien was attending the conference, watching Ollie Bray’s talk, while I was following the conference on Twitter.  Arien, as it happens, is one of my Open University H810 students.  Ollie Bray (@olliebray), of Learning & Teaching Scotland, was discussing the use of computer games in education.

    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.

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  • Howard Rheingold Interviews Me (Part 1)

    Screen composite of Howard Rheingold and Elsheindra together
    Credit: Remixed by Michelle A. Hoyle from an image of Howard Rheingold by Joi Ito

    Image: Howard Rheingold and Elsheindra, Michelle’s World of Warcraft character, together at last.

    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.

    His first question was: What kind of collaborative skills have I found to be valuable from World of Warcraft?

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  • MOOCs versus MMORPGs: A PLENK2010 Idea

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

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

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

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

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

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

    Martin Weller's personal learning network

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

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

     
  • Ouch! David White and the Dragon Slaying

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

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

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

     
  • Elsheindra and the Tripartite Identity

    Elsheindra the Druid

    Elsheindra the Druid

    I have been reading slowly but surely through James Paul Gee’s What Video Games Have To Teach Us about Learning and Literacy over the last six months. The following is based on notes I took for my research journal while reading Chapter 3 on learning and identity. In particular, I focus on the notion of the tripartite identity and what that means to me in the real world and in the virtual world in which I play.

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  • The Great Date Night Experiment

    When I last saw J, my supervisor, we were disagreeing about how to do the motivational essay coding for my first World of Warcraft survey.. My plan was to go through the essays first to come up with some themes. Then Basil and I would independently code them for theme. My reasoning was I wanted the coding to be free from subjective bias. If two of us agreed independently, then that would be better than just my assessment of the data. J. thought it was unlikely Basil and I would agree, so she set me the “Great Date Night Experiment.” In this experiment, Basil, my partner, and I would sit down on “date night” and test out my theory on a small scale. Basil would read one essay and summarize the main themes or ideas he thought were represented in the essay. I would independently do the same. Then I would report back to J.

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