The Transition from the Co-Digital to the Post-Digital.

Having made public the original discussion paper ‘Planning for the Post-Digital’ members of the 52group then blogged the concept. These posts generated some strong responses, both in comments and in further blog reactions.Initial reactions to the Post-Digital interpreted the concept as dismissing the importance of technology (and the technologically minded) claiming that somehow the ‘digital’ had passed into history:

“In short, this isn’t the post-digital world, just like it isn’t the post-jet age or the post-space age. All of these technologies are not magic, they’re here, they’re real and they have real consequences. The way to deal with these changing technologies is the same as every craftsman has done since the iron age: respect the tools of your trade, without being obsessive about them (leave that to the toolmakers), and remember that any tool can be improved, and therefore will be.” Wilber Krann (comment on original post)

&

“I think that we should have some people obsessed with the technology (where has most of the technology come from?) and we should have people who can analyse it, and critique it, and say “Yes, this works in this situation because X” or ‘This is not useful as a learning technology’.” Pat Parslow

The Post-Digital was seen as a negative principle which devalues engagement with the technical encouraging us to be unthinking consumers of new hardware and platforms as they become ever more culturally ‘transparent’.

“what are the implications for accepting that we are in a postdigital age?  Don’t we then accept that our IT environment will be owned by the mega-corporations – Google and Microsoft…It strikes me that the postdigital agenda is a conservative one, in which we are asked to accept that we (in our institutions and in our working environment) cannot shape our digital environment. And for me that is a worrying point of view which I don’t accept.” Brian Kelly

Alongside these discussions Frances Bell suggested the term Co-Digital as a better term to describe the process of  “…seizing the opportunities presented by the newness of technologies to spot changes and then shape the development of the technology.”

The Co-Digital then describes the period of ‘flux’ (this is a term from the ‘Digital Habitats’ by Etienne Wenger, Nancy White, and John D. Smith) which a technology goes through as the user community appropriates it and influences its development. This period is early in a technologies life-cycle but may not be in effect for very long as the user community expands.

Instead of the Co-Digital replacing the Post-Digital I think that they are concepts which describe different points of a larger process of transition.

I have tried to describe the transition technologies make from the Co to the Post-Digital in the diagram below. The model is an attempt to bring together the thinking that has emerged from the Post-Digital idea and put it in a larger context.

postdigital
Technological transition from the Co-Digital to the Post-Digital.

(The visual design of the diagram is a homage to the excellent ‘Hierarchy of Digital Distractions’ by David McCandless which I have stuck to the wall by my desk)

Rather than attempt to discuss through the diagram in detailed prose I have written up some simple notes which may help to describe the overall model:

Transition Stages

Co Digital:

The point at which the socio-tech flux (Wenger uses the term ‘Vortex’) is most fluid. Social appropriation of the tech influences its development. Similarly the tech starts to form the manner in which social engagement takes place and in which social capital is built.

Digital:

The tech is seen a culturally ‘shiny’ but its role is beginning to become ‘fixed’ in the mind of its growing community and in its socio-tech function.

Post-Digital:

The tech is no longer ‘shiny’. It is culturally normalised and not conceived of as ‘technology’ (‘Disappearing into Use’ is an brilliant phrase I have hear which describes this).  The tech is now understood by its core function i.e. culturally, the phone is seen as the conversations you have when using it. It is not generally considered in technological terms anymore. This phenomenon could also be seen as a transition to the Post –Technical.

‘Types’ of Users

Pioneers:

They build new stuff because they think it’s cool. Likely to be very tech orientated. Pushing the boundaries of what is possible technologically.

Players:

Probably community leaders. Not as tech focused as the Pioneers but they are adept at appropriating the new tech to their own ends. This is often done by building networks/community or promoting themselves as a brand. They are happy to subvert functionality and influence the evolution of the tech.

Pragmatists:

They follow players into technologies. They want to know what a tech is ‘for’ and how to use it ‘correctly’ before joining. They enjoy the ‘shiny’ once there is a cultural consensus. i.e. They are buying iPhones from Tesco’s now. They also actually like ‘top ten’ style lists on how to use platforms properly.

Phollowers (apologies):

They use the tech once it is fully culturally normalised. They are not interested in experimenting. This group bought the mobile phones they claimed they didn’t need once all their friends had one.

Institutions:

When these guys get involved they accelerate the shift from the Co Digital to the Digital. Think Twitter and the BBC.

What is the point?

  1. We need to influence the evolution of technology while it’s in the Co-Digital space. i.e. Edtech folk need to be players (well, some of them at least). Once a tech has moved out of the Co-Digital it is difficult to influence although it may be re-appropriated later in a different context. In my opinion Twitter is currently moving out of the Co-Digital space.
  2. As the user base in a tech expands the Pragmatists begin to out number the Players. Because the Pragmatists have a relatively fixed idea about the function of the tech this means that it becomes increasingly difficult for the tech to stay in flux. Think of the backlash every time facebook attempts to make changes to its interface or functionality.
  3. Once tech hits the Post Digital it is pretty much game over for direct innovation (but as I have mentioned re-appropriation is possible). Once Google and the ‘cloud’ become Post-Digital they will actually be running the world.

The model is clearly a work in progress…  I welcome your thoughts (especially as it was comments and posts on the original idea that helped move this forward to this stage)

Visitors & Residents: The Video

Last month I gave a presentation on the ‘Visitors & Residents’ principle at the ALT-C conference which was well received so I thought it would be worth videoing the talk under laboratory conditions…

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

Just a few notes to go with the video:

The original ‘Prezi’ presentation is here: http://prezi.com/x0nxciep_mlt/

The tinyURL that is supposed to link to Andy Powell’s ‘Twitter for Idiots’ post is incorrect. Please follow this link instead.

At points I use the term ‘real life’ which seems to imply that anything which is online is somehow not part of ‘real life’. A better phrase would have been ‘offline’. Language in this area is difficult at best…

The quote “…just knowing how to use particular technologies makes one no wiser than just knowing how to read words” is a quote from Prensky’s recent paper on ‘Digital Wisdom’. In the journal ‘Innovate’. In other versions of the talk I refer to Prensky directly but seem to have omitted it when I was in front of the camera.  All other non-attributed quotes are anonymised statements from our students.

The images I used are under the Creative Commons license:

‘Tourist Trap’ visitor image http://www.flickr.com/photos/sharpshutter/232909207/
‘Rusholme’ resident image http://www.flickr.com/photos/raver_mikey/2224048987
‘Sunny Park’ web as a space image http://www.flickr.com/photos/nhudson/2504679411
‘Tool Box’ web as a toolbox image http://www.flickr.com/photos/howardstrong/3238293371

Postdigital: Escaping the Kingdom of the New?

New things are exciting. For example social networking. It’s a whole new way to interact with others, a reason why society is moving online isn’t it? But how to make it useful? What can we do with this new digital tool that goes beyond chit-chat? It should be possible to use facebook and Twitter for something of value for education but which one is better? Which one is more popular? Maybe there is something new just around the corner? …What could we do with Google Wave?…

I admit that I have a habit of thinking in this manner. It’s exhausting and somehow hollow. On a bad day I get a form of techno paranoia which involves creating a profile on any number of new services most of which I never revisit. To be totally honest some of my most successful conference presentations are attended by an audience 50% of whom are driven there out of a mild form of this paranoia. I like ‘new things’ and I enjoy talking about what new developments could mean for education but at times I have been overwhelmed and lost focus.

Digital Danger

 The Dangers of Being Digital
http://www.flickr.com/photos/calliope/49634405/

I have been numbed by a tidal wave of the new:

“The speed of the change, however, has left us with the mistaken belief that social change was somehow ‘created’ by the digital rather than simply played out on a the canvas of the digital; that the digital itself is the main driver of change.”

This quote comes from a working document outlining the postdigital. A principle which highlights the dangers of assuming the digital is the sole driver of change and makes the point that the digital as ‘new’ will quickly pass away.

As the ‘Planning for the Postdigital’ document describes all technologies go through a transition whereby they become culturally normalised. For example, the pen and the book have become ‘transparent’ tools, extensions of ourselves to be used appropriately to achieve goals but rarely discussed in of themselves. In the same way email and word processing are well on there way to becoming transparent. We now send a message or write a document. The digital is not discussed. It has ceased to be new.

“Things digital will be accepted alongside our other technologies and the slate swept clear of many of the distracting dualisms (and technological factions) that pervade the educational discourse. The postdigital frees us to think more clearly and precisely about the issues we face, rather than become tied to an obsession with, and the language of, the new.”

Electronic Calculator
An ‘Electronic’ Calculator?
http://www.flickr.com/photos/thecheals/2780671422/

Too much time is spent arguing about the relative merits of digital spaces such as Twitter and facebook. The key term here being ‘relative’. We are pitting digital against digital, new against new, a form of one-upmanship which distracts from the larger picture.

“The transition to a postdigital way of thinking allows for that previously coded as ‘digital’ to be woven into the wider discussion of social dialects that people bring to their acts of collaboration. One of the things we’ve learned from social research is that people tend to go online to find people they know and tend to replicate, at least in part, their social performances online. These performances, the communities that they occur in and the dialects that they represent and produce should be the critical loci for research in the postdigital age, not the technologies themselves.”

During the recent Open Habitat project, activity in a digital space (in this case Second Life) forced us to reflect upon and change our educational approach in day-to-day non-digital spaces. As this mirror effect emerged I became increasingly uncomfortable. We had set ourselves the goal of discovering new ways of teaching with new technologies not re-considering the nature traditional teaching. Worse than that, because Second Life supported a high level of social interaction the skills needed to teach within the digital space had a large overlap with those needed in a physical classroom. “When are you going to tell us something new” was the comment I received halfway through one presentation on the project.

I of course should not have felt uncomfortable but at the time my thinking was locked onto the digital and what it could provide that was new rather than what it brought that was of value. The Open Habitat project discovered approaches that were of relevant both online and offline. I needed to adjust my thinking to accept that this was valid, that it was ok to revisit age-old principles of socialisation and collaboration. The new technology could be a catalyst for this thinking even if it wasn’t the ultimate home for all of the what we had learnt.

The discourse that surrounds elearning (an ‘e’ which is increasingly redundant) is in danger of stagnating. As the digital becomes increasingly transparent we are likely to find ourselves squabbling over ever smaller chunks of newness. We will become like tadpoles in an evaporating pond, fighting for the last of what will inevitably disappear. Maybe it’s time for a metamorphosis in approach, away from the digital, towards the postdigital.

Following Online Society Across Time and Tech

Below is a pitch for a research project that doesn’t exist yet because I can’t describe it properly. The ‘Open Social’ concept and Social Graph API seem to be a tech kind of response to the phenomenon I am attempting to outline. I can’t seem to find an academic tool/framework to help me though…

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The web continues to expand and diversify its capacity to support communication and collaboration. This is evident in the expansion and popularity of social networking sites such as FaceBook and communication tools such as Skype. The increase in groups that now straddle the real and the virtual is now having significant cultural impact. Individuals are increasingly part of a network of friends, acquaintances and colleagues that is distributed across multiple locations on and off-line.

These groups of distributed individuals are relatively new in form and are constantly changing in character as advances in online technologies provide new affordances which interplay with individuals aspirations to extend/refine their group and collaborate in novel and useful ways. Despite this being in a constant state of flux it is highly likely that individuals in the first world will be part of a distributed group for the majority of their lives. A 28 year-old in 2008 may have been part of an online group for over 10 years, a group that has morphed as that individual moved through a number of different life stages. The group is likely to have moved across a number of online technologies or environments and may exist across multiple environments at any one time.

Collaborative groups have been characterised in many ways, for example, Affinity Groups (Gee), Communities of Practice (Wenger) and Knotworks (Englestrom). Each theory describes different motivations, goals and structures of groups of people attempting to work together with some sense of shared participation. In each instance the theory in question is based on a particular area or type of collaboration or interaction for example fandom or institutional work. This is not to say that these theories are not applicable in a wider sense rather that their underpinning rational has a specific types or styles of groups. A similar bounding can often be seen in research undertaken in this area which is often focused on activities that take place within a particular tool or environment for example, Second Life, FaceBook or World of Warcraft.

It is increasingly important that we gain a better understanding of the phenomenon of the persistent distributed group, one which is not too closely tied to a particular style of interaction or type of technology. We are at a point in time where it is possible to trace the history of an individuals relationship with these groups, following that individuals changing relationship with other members of the groups they are part of and the technology involved. This would require investigating individuals motivations for being members of a group, their reasons for types and levels of participation and their changing perception of what constitutes the ‘real’ or what Castronova calls the ‘Semi-Permeable Membrane’ between online and offline worlds. The aim being to discover and map the underlying principles that are forming as online technologies facilitate the changing makeup of societies, becoming paradoxically more distributed and fractured while at the same time affording greater flexibility for communication and collaboration. In thinking about this it is important not to bounded by a single technology but to accept that many groups transcend specific technological advances or shifts and morph across the changing online environment. In this way a clearer perspective will be gained and a better understanding of the longer term implications and opportunities for society will be understood.

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So there it is. I’m assuming that if you made it this far you are intrigued by the idea. Let me know what you think.

Reaching into the Web

As part of our JISC funded ‘Isthmus’ project we have launched a pilot Facebook group for students on our short online courses. The overall concept is to encourage a ‘community’ of students that exists beyond the run of any single course. It’s been running for 6 days now and so far we have 45 members (about 10% of this term’s students) and around 20 posts.

Deciding to use Facebook and then deciding exactly how to set-up the group was complicated and generated a lot of discussion here at TALL. Our students are generally older than a traditional university student and many of them are retired. The recent OxIS Internet survey reported that 42% of students signed up to a Social Networking site last year but of those in the retired ‘life-stage’ category only 2% signed up. In contrast Saga recently launched a Social Networking site for the over 55s and claimed that ‘Silver Social Networking’ was on the rise. Surveys of our students revealed that not many of them were members of Social Networking sites (around a third) but that only 26% were not interested in communicating with other students after their course had finished.

As well as the difficulty in deciding to run the pilot it was also not clear exactly what form it should take because it cuts across technical, pedagogical, social and legal issues. Each area for consideration pulls the design and principle of the pilot in different directions. The core challenge was how to strike the right balance between supporting and structuring the group without ‘owning’ or managing it. This involved consulting JISC legal, Oxford University’s Legal Services Office and a range of stakeholders (including the students).

So far the group seems to be working, but it is early days. More significantly I feel we have made inroads into how to manage our relationship with third party services such as Facebook. If we can establish some principles in this area then we will be able to take advantage of the wider web much more efficiently in the future.

What is Web 2.0 and how is it impacting on education?

Not my title but the title of a recent JISC podcast in which myself and JISC strand manager, Lawrie Phipps, discuss the nature of Web 2.0 and its possible relevance for education. We both take a cautious liberal view that recognises the potential in this new style of communicating and sharing whilst being clear that institutions can’t simply dive-in and appropriate the emerging online culture which seems to be in a permanent state of flux. If you are not sure what Web 2.0 is all about then this may be the non-technical introductory podcast for you.

http://www.jisc.ac.uk/Home/news/stories/2007/08/podcast07lawriephippsdavidwhite.aspx

Social Capital and Community Development in the Pursuit of Dragon Slaying

What can the massively multiplayer game ‘World of Warcraft’ teach us about how to facilitate learning communities? Below is a video of the talk I gave at the Games Learning and Society conference in Madison Wisconsin. (Running time 26 minutes)[flv:http://tall.conted.ox.ac.uk/video/maina.flv 500 375]

If you want more details before watching here is the abstract…

This presentation is an evaluation of ethnographic field work conducted in and around the World of Warcraft MMO. The study focuses on the motivation of guild members to construct communities of practice both to learn and to socialize. This suggests that the guilds can act as useful models for understanding how online social networks function and how they could influence the ideology of next generation e-learning services.

Successful collaborative learning can only be sustained if the individuals involved feel part of a group or community in which they can trust. The most robust communities tend to be those that form via a collective aim or interest; their formation has a social underpinning and is not totally utilitarian.

If an aspiration of e-learning is to move away from simply providing online programs of study, demarcated by subject, to increasingly fluid spaces in which students can build social networks, then we need to understand how contemporary collaborative and participatory environments encourage the formation of these types of groupings.

Some of the most sophisticated examples of online community creation and management take place in and around MMO environments. The current apex of this field is the ‘guild’ system which suffuses the World of Warcraft MMO. Guilds are effectively goal-oriented clubs or societies, many of which utilize the latest Web 2.0 technologies out-of-game and multi-channel text chat and VOIP systems in-game both to organize and to socialize.

This paper is based on data collected over a period of six months from an ongoing ethnographic study comprising self-reflexive observation and semi-structured interviews conducted in World of Warcraft and face-to-face with guild members. This extends into a study of the social software used out-of-game by community members that acts as a communication base for the guilds.

The data is evaluated using Wenger’s notion of communities of practice, which highlights the interweaving of goal-orientated learning and the immersion of those participating in trusted social networks. This has the effect of generating and communicating what Bourdieu calls cultural capital, the lack of which often makes online learning a poor second to traditional face-to-face learning.

The challenge here is how to abstract underpinning principles and practice that will be of value to e-learning away from the immediate goals or ideology of a particular MMO. This is not to suggest that killing dragons in collaborative groups is the future of e-learning. Instead it proposes that much can be gained from reflecting on the success of MMOs in motivating the formation of vibrant online communities and the ways in which these communities interweave socializing and learning.

Structure vs Community?

This post assumes that you agree that collaborative/group work is a good method of online learning and that effective learning takes place when the individuals involved are part of a community. The ideas in this post are as a result of some in depth discussions with members of emerge. This post is not very well put together in it’s use of terms like ‘community’, ‘group’ and ‘collaboration’ but I hope you can see the basic principles I’m trying to work with.

The basic dichotomy?

  • Too much structure = restriction on community formation, groups stay in pre-defined ‘networks’ and do not thrive?
  • Too little structure = lack of direction, lack of coherence, community less likely to form?

We agree that it’s not possible to mandate a community but we understand that a community forms only when certain structures are in place. We are not sure exactly what those structures should be or who should be responsible for putting them in place(?) We are also not sure how much structure should be put in place by the educational institution or tutors and how much space/flexibility should be provided for the students to experiment with.

Some basic questions?
Where should the structure come from to encourage a successful community?

  • How much should come from the facilitators within the community?
  • How much should come from the members of that community?
  • How much should come from the nature of the tools used by that community?

What is the difference between a facilitator and a member? Can one become the other? In a community are we always both?

The rise of web2.0 and immersive environments brings the above questions to the fore. I think that it has only recently become practical for elearning to be relatively unstructured online as social networking etc has become more main-stream. We can see the emergence of online communities and the significance this has for learning but we don’t know precisely how to encourage the formation of communities (It may in fact be more of a craft skill than a science). We can see how engaged, motivated individuals are keen to communicate collaborate and participate, thereby forming communities (emerge is a good example) but we aren’t sure how to encourage/lead a bunch of slightly alienated first years to act in a communal manner.

I would argue that innovative work/research in elearning needs to find answers to the questions posed above. ‘Next generation’ elearning will increasing be about managing and facilitating collaboration and communities, about encouraging cohorts of students to move from being an institutional defined network of individuals to members of learning communities that reach beyond traditional institutional boundaries.

So, what would an attempt to answer these questions look like as a ‘project’? Well here is my first, very sketchy attempt to outline one possible route.

The focus would be on Second Life in this particular case but with the understanding that any educational activity in SL will probably actually be overseen by associated 2D systems (Moodle, FaceBook etc) As I mentioned in an earlier post I think that most healthy communities exist in more than one tool or environment. i.e Emerge uses Elgg, Elluminate Skype Email etc. The community has the same relationship to a single tool as a virus has to a single host. If the tool creates the right environment then the community will grow stronger. It will have stronger bonds and will potentially expand in numbers. As the community evolves it will move hosts/tools or at least shift its emphasis within a group of tools. For example moving from a Blog focus to a Skype focus and back again as ideas circulate.

Clearly it would be a good idea to look at other successful online communities to try and discover what kind of structures they have put in place. It would also be useful to gather together examples of current good/successful practice of teaching/group work in Second Life.

Next we would plan a series of group/collaborative activities that range from the highly structured (eg step-by-step with a tutor) through to the open (eg form your own group and build a demonstration of a scientific principle of your choice). We would then put a range of students through these activities to discover which combination of students and activities fostered community like activity.

The main outcome would be guidance on how to encourage online community and how best to run collaborative activities in an immersive environment. An ideal result would be a series of activity models that gradually move from the structured to the unstructured and draw a cohort of students through to a point where they are a relatively self-supporting community. We could learn from the gaming community in this respect. Below is a chart that shows the amount of time it takes to reach each ‘level’ in World of Warcraft.

Leveling_TimeFrom ‘Alone Together?’ Ducheneaut et al. 2006

As you can see the time/effort needed rises fairly steadily from level to level. This is good game design, could it be good course design? The game has the advantage over a traditional course in that there are explicit rewards every other level (spells, amour etc) is there an educational equivalent?

The higher the level the more likely you will need to be in a group to successful tackle and quest (activity). The groups need to be larger as you reach the ‘end’ of the game with groups of 20 or more some of the quests above level 50. The forming of these groups is organised by the players themselves and is the main reason that guilds (communities) form. So you start the game doing structured activates alone and could end the game collaborating as part of a community inventing methods and tactics. Sounds like a good educational model to me…

JISC approaches the web with an open mind

Last week (April 25th -26th) I attended the first of JISC’s Users and Innovation strand events in London. The event was run by George Roberts and a team from Brookes University. There are just over 100 people in the ‘Emerge’ community (http://emerge.elgg.org/) within the strand and they are by no means the normal JISC crowd.

The whole format was very encouraging with Lawrie Phipps and JISC approaching the ‘new stuff’ that is happening on the web with an open mind. The focus was as much cultural as it was technical and it was one the very few days I have attended where the technology really didn’t come first. The main theme was that of community both online and offline. I can see that the members of ‘Emerge’ will find common themes around the provision of social spaces, the use of immersive environments and many others. It will be interesting to see how the community evolves as the process of putting bids together starts.

I hope that this new format works for JISC and that the individual members of Emerge will benefit from being part of what could become a really useful community. As far as I’m concerned it has got off to a great start.