That Was an Interesting Experience

As the piloting activity of the Open Habitat project draws to a close it’s time to gather out data and our thoughts and consider what it all might mean. We have plenty of evidence that MUVEs are a useful for teaching and learning and much guidance and direction to give to teaching practitioners considering taking the plunge. We also have, I think, an overarching message from the project:

“Teaching and learning in virtual worlds is an experience.”

I’m not trying to be facetious or flippant I mean it in the true sense of the term. Taking part of a teaching session in an MUVE is more than simply using a tool or achieving a task, it feels like an event, a particular moment in time when you have the chance to interact with others at a level of intensity which is rarely felt in other online spaces. A teaching session in an MUVE can become a focal event for a significant slice of teaching. A learning design can be created which leads up to and then away from an MUVE session. Much like a traditional field-trip, the teaching can frame the time that students spend out in the field or in this case the MUVE and work generated during that time can be considered upon their return. The ‘otherness’ of the alternative environment can act as a mirror for the students, helping then to reflect on their practice as they see how it is influenced by the virtual world.

Like any immersive experience it is at times challenging for an individual to assess what they have learnt during the experience itself but over time the benefits of being taken out of the comfort of their day-to-day environment starts to become apparent. If you believe that MUVEs are capable of supporting an online culture or beyond that an online society then maybe a session in one is akin to visiting another country. We are socially and psychologically transposed into this new land and whilst not physically transported we are visually represented. Like any exploration into new territories it can be chaotic, alienating, exhausting, and frustrating. There are new forms of communication to learn and new cultural norms to adjust to. It can be intriguing, surprising and occasionally exhilarating, offering inspiration and new perspectives on ideas which may have become stagnant. These experiences with others in these virtual worlds is a form of travel and they do say that travel broadens the mind.

Phase 2 plans for our Philosophers

We learnt a few things in the first phase of the Open Habitat project which have informed the set-up of our next pilots. I’m currently planning the pilot that will run with philosophy students in Second Life. The main challenge with the first pilot was the sheer speed of debate in SL. The experienced philosophy students are used to being able to gather their thoughts, write a paragraph or two and pop it into a forum.

Taking the time to reflect is important in any educational process but it is especially precious to the discipline of philosophy. Having said this, the students loved the vibrant, social feeling of SL and the sense of presence being embodied in an avatar brought. In fact they liked it so much they have continued to run non-tutored sessions in SL once a week managed via a facebook group. (This included giving the students building rights so that they could rearrange the environment each week to fit the topic under discussion)

For phase 2 it was clear that we needed to balance the reflective and the dynamic which we are planning to do by ‘bookending’ the SL session with Moodle. Here is a draft of how the pilot will flow:

Stage One (framing the debate):

  1. Marianne (the tutor) to post briefing page on Moodle
  2. students to post kneejerk response in blog
  3. Marianne to respond one to one
  4. students to reconsider in light of Marianne’s comments and prepare second kneejerk
  5. second kneejerk to be posted on Moodle
  6. all students to read, think and prepare third kneejerk for posting on whiteboard in second life
  7. third kneejerk to be sent to Dave for posting in world

Stage two (dynamic in world discussion):

  1. Everyone arrives in second life to find third kneejerk responses on board
  2. People read these and reflect as everyone arrives
  3. Marianne asks each student in turn to comment
  4. after everyone has responded people go into groups (arranged in advance), go to their ‘stations’ and prepare jointly a ‘final statement’
  5. final statements to be sent to Dave
  6. Marianne reconvenes students and the session ends with a final discussion.

Stage three (reflection):

  1. Marianne to annotate final statements, and add comments
  2. Dave to post final statements and the chat log on Moodle
  3. Students free to discuss final statements and Marianne’s comments by themselves.

It’s not rocket science but I think this really takes advantage of what SL is good for and is a genuine answer to the ‘user needs’ that came out of phase 1. We will then run this cycle a second time either continuing the same philosophical theme or starting a new on depending on how well it runs!

The other significant change to the pilot will be the use of edu-gestures which should allow for more non-verbal communication whilst the group is deep in discussion. We have a nice set (agree, confused, yes, no, I’m thinking etc) of gestures that the students can use during the sessions using a ‘lite’ version of the Sloodle toolbar generously created for us by the Sloodle project. I’m planning to introduce these gestures as a key part of the orientation session so that their use is seen as a ‘basic’ skill. In this way I hope we get the benefits of embodiment/presence as well as the benefits of non-verbal communication which is so important in RL but has not really developed in detail within SL.

It’s odd to think that an environment that renders you as an avatar (face, head, arms, legs etc) does not rely very heavily on non-verbal cues (apart from where you are standing and the biggie: what you look like). I’m hoping that this aspect of Multi-User Virtual Environments will develop as the language of communication (text, voice, visual) within virtual worlds becomes more sophisticated.

Most importantly the pilot has been designed in conjunction with the students who are going to advise on the layout of the in world environment and are enthusiastic about the changes to the format.

What has the Open Habitat project been doing?

As phase 1 of the Open Habitat project draws to a close it is time to take stock. We have run our ‘Multi-User Virtual Environments’ pilots with Art & Design and Philosophy students, gathered our data and are a long way through the process of making sense of it. Concepts are starting to cluster and hypothesis to be tested in phase 2 are emerging. We have edited together a 3 minute video of phase 1 activity that can be viewed here http://blip.tv/file/1208348 to give a snapshot of activity so far.

For anyone with a little more time a 25 minute talk summarising a number of the issues/concepts arising from phase 1 can be viewed here http://media.conted.ox.ac.uk/res02 .  As always a flow of posts which captures the thinking of the Open Habitat team meanders through http://www.openhabitat.org 

Not ‘Natives’ & ‘Immigrants’ but ‘Visitors’ & ‘Residents’

As part of the JISC funded Isthmus project we have been taking a close look not at whattechnologies our students use but at how our they use them. We found that our students could not be usefully categorised as Digital Natives or Digital Immigrants. I.e. This distinction does not help guide the implementation of technologies it simply provides the excuse that “some people ‘just don’t get it’ which is why your new approach has failed so badly…”

Anyway, our students appropriation of online services did not seem to follow a simple pattern based on skill level. It seemed to depend on if they saw the web as a ‘place to live’ or as a collection of useful tools. This underlying motivation led us to outline two main categories of distance learning student.

The ‘Resident’

The resident is an individual who lives a percentage of their life online. The web supports the projection of their identity and facilitates relationships. These are people who have an persona online which they regularly maintain. This persona is normally primarily in a social networking sites but it is also likely to be in evidence in blogs or comments, via image sharing services etc  The Resident will of course interact with all the practical services such as banking, information retrieval and shopping etc but they will also use the web to socialise and to express themselves. They are likely to see the web as a worthwhile place to put forward an opinion. They often use the web in all aspects of the of their lives; professionally, for study and for recreation. In fact the resident considers that a certain portion of their social life is lived out online. The web has become a crucial aspect of how they present themselves and how they remain part of networks of friends or colleagues.

The ‘Visitor’

The Visitor is an individual who uses the web as a tool in an organised manner whenever the need arises. They may book a holiday or research a specific subject. They may choose to use a voice chat tool if they have friends or family abroad. Often the Visitor puts aside a specific time to go online rather than sitting down at a screen to maintain their presence at any point during the day. They always have an appropriate and focused need to use the web but don’t ‘reside’ there. They are sceptical of services that offer them the ability to put their identity online as don’t feel the need to express themselves by participating in online culture in the same manner as a Resident.

In effect the Resident has a presence online which they are constantly developing while the Visitor logs on, performs a specific task and then logs off.

This is of course not a polar distinction. There is a spectrum of which the Resident and the Visitor represent two extremes (Watch this space for a couple of possible sub-categories). It is a useful distinction because it is not based on gender or age. While our data would indicate that the portion of the population over 55 is predominantly made up of Visitors there are examples of Residents in this section of the demographic. Similarly it is the case that not everyone younger than 25 is a Resident.

It is not always easy to spot who is in each category as the level of sophistication with which a Visitor might use any single service might well be greater than that of a Resident. Again, this is not a skill based distinction. In fact I know of at least one ed-tech researcher who considers himself to be a Visitor out of choice.

The Resident is likely to have arranged some sort of system to manage the relationship between services and the flow of information through their browser but this does not mean that they will be any more effective at researching a specific topic than a Visitor. This is why data from a survey that simply asks what online services a group of students use is next to useless.

This Visitor, Resident distinction is useful when considering which technologies to provide for online learners. For example if your learners are mainly Visitors they are unlikely to take advantage of any feed based system for aggregated information you may put in place. They are also unlikely to blog or comment as part of a course. The Resident will expect to have the opportunity to offer opinions on topics and to socialise around a programme of study. In fact they are likely to find ways of doing this even if they are not ‘officially’ provided. We offered membership of a facebook group to our students as they left their online courses. The majority signed-up without question as they wanted to stay in touch with fellow students and continue discussions. The remainder saw the group as pointless and a possible invasion of privacy. Both sides of this argument are correct… It’s a question of approach and motivation, hence Visitors and Residents.

Some of you might also be interested in our paper on Visitors and Residents:

Visitors and Residents: A new typology for online engagement
by David S. White and Alison Le Cornu.
First Monday, Volume 16, Number 9 – 5 September 2011
http://www.uic.edu/htbin/cgiwrap/bin/ojs/index.php/fm/article/viewArticle/3171/3049

Philosophers Philosophise in Second Life

What happens when you take 6 online philosophy students with and average age of about 50* and attempt to run a discussion session on ‘identity’ in Second Life after only two short orientation sessions that not everyone could attend?

Well against my expectations they actually spend the majority of the time ‘really doing philosophy’ (to quote the tutor) and then 4 of them arrange to continue the discussions on a regular basis after the official ‘Open Habitat’ project pilot has finished. General enthusiasm all round and many constructive comments on how future sessions could be organised and formatted.

So the initial question I ask myself is not “why did this work?” but “why did I think it wasn’t going to work?” The answer can probably contains an number of things that I didn’t consider until it was clear that the sessions were going ok.

  1. The majority of the participants were experienced philosophers. They did not have to grapple with the environment AND the subject. Once they had learnt how to text chat, move and sit down (an activity they all seemed to enjoy) the rest was home territory.
  2. The tutor involved was enthusiastic, had experience of teaching online distant students via a VLE and had a clear understanding that Second Life was going to be different and required a new approach.
  3. I was on hand through the sessions to IM anyone in difficulties and more importantly I was in the same RL room as the tutor who was also new to Second Life.
  4. We were flexible with the teaching format and adjusted activities to fit the flow of the discussion and the speed of response from the students.
  5. The participants who signed up for the pilot self selected as those willing to investigate a possible new format. This was not a mandatory part of a course. In other words they were open to a new experience.

Philosophising as the sun sets

The debate begins

One of the most successful aspects of the sessions was breaking into small groups. We had placed simple breakout areas within view of each other but just out of the 20 meter range of local chat to avoid cross talk. The tutor could wander between groups much in the same way she would in RL. It was a format that the participants could relate to and it utilised the socio-spatial nature of the environment.

Small groups

The ‘red’ group with the ‘blue’ group in the background.

Another interesting technique was circulating a transcript of the chat after the session with annotations from the tutor. I could see this working very well for a rolling discussion over a number of sessions.

It wasn’t all plain sailing, some of the participants found the flow of the text chat too fast and too ‘bitty’. By the time they had formulated their thoughts things had moved on and a paragraph of text in the flow of a text chat can appear self indulgent. Of course this is a problem inherent in text chats as a format rather than an SL specific issue. The other major challenge seems to be facing in the right direction when sitting down or, at one point, sitting in a seat that has not already been taken.

Have we met?

Have we met?

We now have a lot of data to sift through and many more questions to answer but my initial reaction is that this could become a very effective part of a distance programme blended between VLE and SL. The SL part providing a social underpinning to students who never get the chance to meet face-to-face.

Sunset discussion

The setting lends a noble atmosphere to the discussion

As to ‘technological barriers’ and ‘SL pain barriers’ it’s true to say that one of the perspective participants simply could not get into SL at all (a victim of SL graphics card brutality). However, with a little hand-holding the participants who could get in didn’t have too much trouble using the environment to philosophise and did not seem to get tied down by the platform as a technology.

 

*This is not meant as an ageist comment as I think the Prensky-esque notions of the digital native generation are a misnomer (by that I mean “completely wrong”). My point is that these participants are not ‘high tech’ nor are they ‘tech geeks’. They will only use a technology if it aids them in moving their learning forwards.

Initial Impressions from the first Open Habitat Pilot

As the first Open Habitat pilot with Art & Design students draws to a close it’s worth reflecting on how the process has gone before we dive into the formal analysis of interview transcripts, surveys and building work in Second Life.

After 3 weeks of working infrequently in OpenSim and Second Life some of the Art and Design students seem to have got to that self motivating stage at which their creativity and their curiosity combine and the tutor facilitates when needed rather than leads by the nose. The atmosphere in the computer room and in Second Life (3 of the students were working from home) was relaxed and chatty. Not too much sign of the noob paranoia that could have bloomed from the first couple of teaching days.

A few informal impressions that I have come away with are:

1. Maybe ‘collaboration’ in these MUVE environments is more about discussion than construction. When people collaborate in world they are rarely to be found wrestling over the same polygons/prims. It’s more likely that one will be building while the other muses over what direction the build should take. In this way students can use the specific skill they are best at in a larger build (modelling, texturing, scripting etc) not unlike the RL equivalent of the trades.

2. Just how much of a motivator is knowing that there is a potential audience for your work in world? Does seeing those little green dots on the map inspire an individual to create or simply make them feel a little lonely? I can’t say that I have ever felt lonely using Adobe Photoshop (no map, no green dots) but as some of the students alluded to it’s an odd feeling knowing that there are people in world who have chosen not to talk to you.

3. If the students that have been inspired can produce work like the example below in three weeks, what could they achieve in three years? It’s the length of a degree after all and it’s worth remembering that even the most experienced Second Lifers (the penal inference here may be apposite) have only been in world for about this length of time.

PART III by Mark O’Brien

Part III by Mark O’Brien. Work produced as part of the Open Habitat pilot with Leeds Metropolitan Art and Design students.

Making the transition from the practical to the social.

There were two significant transition points for the Art & Design students involved in the first 2 days of Open Habitat’s first pilot. Take a look at Ian’s post for a description of what happened from a teaching practitioner’s point of view.

Here is my perspective on events with my researcher hat on:

This sequence of events slowly expanded the amount of technical and social options available to the students. They started in a safe, private, stand alone OpenSim environment in which they could learn building skills without getting tangled up with issues of identity and communication. The first transition point came when we paired the students onto OpenSim islands (i.e. each student was on an island with one other student). There was a distinct shift in atmosphere as they experienced the effect of being co-present in world and the real life room suddenly had a buzz in it as the students ‘met’ each other in the virtual world. This was amplified when a game of hide and seek was suggested and avatars started to dash around the screens in XY and Z dimensions (an excellent ‘quest’). The students flicked between real world and in world chat as the games progressed. One pair discovered that they could throw objects around in world and appeared to be attempting to trap each other inside large spheres in what looked like a surrealist version of a fight between two super heroes. This was transition point one, when the activity shifted from simply learning a piece of software to co-habiting the same virtual space with all the attendant social effects.

The second, less satisfying transition came when the students moved into Second Life. The ‘gateway’ of orientation island jarred the movement through the planned activities. The pilots suddenly became more about Linden Labs Second Life platform and a lot less about Art & Design. This is not to say that the students floundered, in Second Life terms their OpenSim experience had pushed them past the ‘Second Life pain barrier’. In fact one of the students started to give a new Second Lifer advice after being in world for about 2 minutes! The problem was that the Art & Design focus had lost its flow. Later on in day 2 of the pilot, once all of the students had been grouped and found their way to LeedsMet island, the Art & Design angle re-emerged. The students took-up plots of land and started to build. 

So the pilot had created a smooth expansion of possibilities by initially separating the creative aspects of the MUVE from the social aspects. We do of course hope that these two areas will become intertwined as the pilot progresses but like most siblings it would seem that it can be healthy to separate them at times. The question that is hanging in the air after the first 2 days of the pilot is: once OpenSim has reached version 1.0 (currently 0.6) why use Second Life? Or in more constructive terms: maybe the educational institution should use OpenSim to control the flow of options to the students and provide a jumping off point which they can use to go into Second Life if they choose to?

Clearly there are advantages to being part of the wider community of Second Life but we need to develop methods of making the transition to the big complex world of a public MUVE smoother. At the top of the list of possible solutions is finding ways of getting into Second Life without going via orientation island.

Learning from the Games Designers

The designers of Massively Multiplayer Online (MMO) games face a significant educational challenge. They need to efficiently and subtly teach new players how to use their game. This involves teaching players about the environment and the interface whist keeping them motivated and drawing them into the challenges of the game itself. This is situated learning in which the games designer is the ‘master’ and the player is the ‘apprentice’.

This educational challenge is similar to the one faced by those intending to teach in Multi-User Virtual Environments (MUVE’s) such as Second Life. There are a significant amount of basic skills that need to be mastered before students can successfully engage in meaningful collaborative activity. The traditional ‘orientation’ process in Second Life is didactic and generic, teaching skills in an abstract technical manner. This has come about because unlike an MMO, Second Life has no shared goal, its possible uses are many and varied. However, a teacher who wishes to use Second Life should have a defined set of goals or learning outcomes they wish to achieve. They should be able to define task orientated activities which are relevant to the students motivations, for example, Art and Design students can be asked to compete to build the tallest monolith as a focus for learning building skills in Second Life rather than being given general instructions on how to create, scale and texture objects. In teaching terms this seems like an obvious approach but often when faced with a complex new platform teaching practitioners will often fall back on a basic instructivst style which may not align well with the approach generally taken at HE level for that discipline.

This is where we can learn from the MMO designers who are careful not to fall into this trap as it is likely to make a players initial engagement in a game seem like a chore. For subscription based MMOS such as World of Warcraft this would mean a high drop out rate and a massive loss of revenue, something that the HE sector can emphathise with.

The JISC funded Habitat project intends to learn from the game designers by capturing the processes in World of Warcraft in its initial stages and mapping the styles and types of task to the learning outcomes they fulfil. The data will be captured using pre and post activity questionnaires and video screen capture synchronised with video of the player at the computer. This data will then be used in the process of designing appropriate orientation sessions for pilots in Second Life with students from two disciplines: Art and Design & Philosophy. The Habitat project recognises that some of the most sophisticated collaborative learning spaces online at the moment are MMOs and that the design of these games can be a relevant model for the pedagogical structures that we put in place for the educational use of MUVEs such as Second Life.

Keep watching http://www.openhabitat.org to see how we get on.

The Beauty of Ad hoc Project Meetings

On Tuesday evening the Habitat project had one of its most dynamic project meetings. It was ad hoc and spontaneous but what was said was very useful. It reminded me of those happy students days when I’d find myself in the pub with all my friends talking about ‘interesting things’ almost by accident. These days I need to plan 3 weeks ahead to get in to the pub with people I actually like who all have families and jobs (what can you do?).

Anyway, 5 of us happened to be in Second Life (yes, I left this fact late in the post deliberately) at the same time and a discussion took off. In fact it took off so well that I’m still having trouble (with my project managers’ hat on) working out what it all meant. In this way it is very like those student pub sessions 🙂

The Habitat team is based in  Leeds, Canada, London, Oxford, Essex and Brussels so we have more chance to get together online than face-to-face. The Second Life platform was great for us because we shared some visual designs during our discussion which were projected onto blocks that we could all stand around and muse over. Plus, we did all feel ‘together’ which is important for any team. When I logged out I personally felt like I had spent time with a bunch of people rather than a stream of text.

So, what of those in the team who didn’t happen to be in Second Life? Well I suppose I can mail round the transcript of our discussion. Also, how do I get the best value from this’ happening’ for the Habitat team and for JISC? Plus, let’s not forget the question: ‘What is the relevance for our users/students?”.

The Habitat Project Launches

No, not an opportunity to test stylish yet knowingly kitsch home furnishings but a research project piloting the use of Multi-User Virtual Environments (think Second Life). TALL heads up a large project team on the project which runs until March 2009. Read the official blurb below or visit www.openhabitat.org for more info.

———

The JISC funded Habitat project is a collaboration between TALL at the University of Oxford, Leeds Metropolitan University, King’s College London, Essex University and Dave Cormier of Prince Edward Island University. It will take an innovative approach to encouraging creative online collaboration in Multi-User Virtual Environments (MUVEs) – the online 3D spaces in which each user is represented by an ‘avatar’ or 3D character.

The project will generate solutions to the challenges of teaching, learning and collaboration in MUVEs. These solutions will be primarily in the form of guidelines, models and exemplars but will also be supported by the development/appropriation of software tools and services in and around the MUVEs themselves.
During discussions with members of the Emerge community, teaching staff and students, it became clear the MUVEs offer a number of interesting opportunities for teaching and learning. These include the ability to collaboratively design and build objects/structures and the sense of presence or ‘being there’ that comes across when interacting in an MUVE.

The Habitat project will build on these principles by running a number of pilots which are integrated into the teaching of art & design and philosophy.

A competition to build a structure in the Second Life MUVE which reflects their current practice will be set as part of the first year art & design undergraduate degree based at Leeds Metropolitan University. Parallel to this the project will facilitate discussions in an MUVE with students who have attended one of the University of Oxford’s online short courses in philosophy. The art & design students will have the opportunity to meet face-to-face during the pilot in contrast to the philosophy students who are distributed around the world.

The pilots are designed to explore the effects of working in an MUVE on collaborative group work and on the effects of being represented as an avatar over and above using text, sound or video to communicate. In addition to this the pilots are designed to encourage communication between the two disciplines to assess the potential of MUVEs to bring together diverse student groups.

Habitat will predominantly be using the Second Life MUVE because of its ubiquity and relative stability. The project will also be experimenting with OpenSim, an open source MUVE and a MUVE provided by IBM. These are representative of the widening range of 3D collaborative environments which are emerging across the web and which afford intriguing opportunities for teaching and learning.