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.

Poster with bloated title wins award at ALT-C

I gave my talk on ‘Cultural Capital and Community Development in the pursute of Slaying Dragons’ at the ALT-C e-learning conference last week. The talk was well received which was very encouraging. The poster of the talk won a runners-up prize in the poster competition! How much of this was down to tactical voting I cannot say but it would seem that the e-learning community is becoming gradually more interested in the possibleuse of Multi-User Virtual Environments.

Talking about Dragons with Dragons

Last Friday I partook in a stressful but useful event run by JISC. Anyone who could make it had the chance to pitch their project ideas for the Users and Innovation callrun by Lawrie Phipps. The format was similar to the BBC ‘Dragons Den’ programme. Each project had to go before a couple of JISC representatives or ‘dragons’ and pitch their idea in a 5-10 min presentation. The dragons would then feedback on the idea and point out/discuss it’s pros and cons.

I was surprised to find that this process put me into my old ‘exam fear’ mode and I panicked for most of the day. However, there is nothing better for focusing an idea than knowing that you have to explain it to a third party, especially when some of it relates to World of Warcraft! It forced us to look at the marking criteria for the call and to turn vague details into well thought out project plans.

Our actual pitch to the dragons went well and their feedback was very helpful. It seems to make sense to do this kind of grilling before, not after the projects are underway. Hopefully it will lead to a better breed of projects.

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.