Category: Web 2.0

  • Web 2.0 Analysis and Statistics

    You may be interested in my report on Web2.0 take-up and usage which I submitted to JISC a few weeks ago. It’s analysis of some data that blogged back in March. I included the responses to the data in the report. It was all very ‘participatory’. The report can be downloaded from here: www.jisc.ac.uk/media/documents/programmes/digitalrepositories/spiresurvey.pdf

  • 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.

  • Some real data on Web 2.0 use

    As part of the JISC funded ‘SPIRE’ project we ran a survey to try to discover which online services people were using and in what manner. We were interested to find out which services were popular and if they were being used for work, for study or socially / for fun. The SPIRE project was originally looking into the possibility of using peer-to-peer technologies in UK HE and FE for informal sharing but switched to a more Web 2.0 focus as it became clear that these types of services were already having an impact on the tertiary education sector. They also appear to be where most of the informal sharing and collaboration is currently taking place online.

    The survey was advertised to the Department for Continuing Education’s online students and on the online courses marketing pages. We received circa 1400 responses which left us with a lot of data to analyse. I have processed this data in to a number of colorful charts which are in the PDF below.

    I have already drawn a number of conclusions from these charts but have not included these thoughts in the PDF as I would be interested to know what others think the data might mean.

    Results of the survey undertaken by the JISC funded SPIRE project (PDF)

    For the full analysis of this data please download the final report here:
    http://www.jisc.ac.uk/media/documents/programmes/digitalrepositories/spiresurvey.pdf