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.

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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.

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.

The Importance of the Cheesy Disco?

I have just returned from the Online Educa conference at which I was part of a symposium panel discussing Multi-User Virtual Environments (MUVES). The session was entitled ‘No Life in Second Life’ and was a look at some of the current practices and issues around teaching in MUVEs. My 10 minutes was on the range of environments in Second Life from amphitheatres to ‘cheesy discos’. Each brings with it a set of cultural expectations and modes of use.

After the session the point was raised that the term ‘cheesy’ may not be universally understood by an international audience. What struck me about this discussion was not its content but the environment it was taking place in. We were attending the conference dinner and ‘entertainment’. The venue for this entertainment was an oversized, modernist hall on the ground floor of the hotel with floor to ceiling glass and orange up lighters. The view out of the 12 foot windows was of a stark courtyard containing a number of neat, isomorphic trees and plants. Inside, small groups of smartly dressed individuals stood round in clusters and made small talk while an untidy mass of energetic attendees executed a range of jerky dance moves with no overall style or pattern. The music was slick and very definitely middle of the road.

In short we were in a cheesy disco which appeared to have been designed as a re-enactment of many scenes in Second Life, certainly in architectural terms but also socially. Love them of hate them it struck me that this real life cheesy disco was an accepted part of the conference system and designed to help people to talk and network. For undergraduates the nightclub or union bar is an integral part university life. For online distance students there is no clear equivalent. As we experiment with MUVEs for teaching and learning will the cheesy disco in prove to be as important as the amphitheatre?