Sunday, November 28, 2004

Teaching and Learning with MMOs

Teaching and learning in a Massively Multiplayer Online game (MMO) environment is different than that of a real-world classroom. The following is a discussion of why this statement is true utilizing Merrill’s five components of effective instruction, educational theory and examples from my own gaming experience.

Merrill listed the following components as effective methods for instruction:
Learning is facilitated when learners are engaged in solving real-world problems.
Learning is facilitated when existing knowledge is activated as a foundation for new knowledge.
Learning is facilitated when new knowledge is demonstrated to the learner.
Learning is facilitated when new knowledge is applied by the learner.
Learning is facilitated when new knowledge is integrated into the learner's world.

This list resonates with my personal epistemic beliefs because I believe in the tradition of constructivism and learning by doing. Merrill’s list contains some of the philosophies posited by educational theorists such as Dewey, Ausubel, and Bruner. All of these theorists tout a general belief that learning comes about as we construct our own understanding of the world in which we live through personal experience and reflection. This type of learning cannot take place in an inert educational setting where the learner is seen as passive, and information is transmitted in a decontextualized setting. Learning is best gained via hands-on experiences, problem-solving, and the cognitive development of causal relationships. Most classroom settings do not foster this type of education. In this setting, it is difficult to foster instructional methodologies that are learner centered that support constructivist learning. However, virtual settings such as MMOs, can support learning that is learner-centered.

In a virtual environment a learner does not have the same time and physical constraints as one would have in a real classroom setting. In an MMO, a learner is able to learn according to their own orientation. It was my experience in Lineage that I could address different aspects of the game as I felt comfortable in doing so. This was very helpful for me; I was able to learn without the stress of keeping up with my peers. In addition, I was able to seek tutorial advice when I needed it. In Lineage there was a great tutorial that I could take at my own pace and return to as needed. Another great aspect of the game was that I could explore and experience the environment according to my instincts and at any time I could consult with a NPC to help guide my efforts when I needed assistance.

Another attractive component of MMOs for the learner is the multiple opportunities for engagement with cause and effect scenarios where one can learn and build their skills for the game. This allows the user to practice their readout strategies over and over and modify their methods as necessary. This allowance for practice isn’t always possible to do in a real-life setting. In my experience, I was grateful that I was able to be resurrected after the first time I was killed. And to my relief, I came alive again after every death. I was grateful for this opportunity to correct my wrongdoings in previous acts. This would be a great attribute for learning if it could be fostered and supported in a real-life setting.

In Lineage, users can learn to solve problems by addressing real issues related to survival in the game. They are able to learn according to assimilation or schema theory where the user incorporates new knowledge into their current understandings of how their environment works, virtual or real. Because users are able to quickly apply their new knowledge, the successful application of such can be integrated into the learner’s world.

Saturday, November 20, 2004

I am Imak, hear me Roar!

How fun was that assignment! I played a character named Imak, who was a female knight that reached level 5. I had originally chosen a different name, but as a group we decided to use names that were anagrams of our real names so that we could identify each other in the game. I explored and hunted with Ramion, Roehaun, Gracelyn2, MasterP, Xee, Taggart and Bing (don’t remember online names). We even had a couple of players join our hunting parties that were not in 7150. I did not die often when I played with my classmates, however, when I played the game on another day, I got killed quite often. My most horrible deaths were when those ugly Cockroaches from the underground dungeon ganged up on me and when two Orcs attacked me from behind in the forest. Only once did I get attacked by a PC player.

One of the most interesting elements of the game was that user names can change according to the acts that they demonstrate in the game. A red name would indicate evil acts and blue would indicate benevolent acts. I would love it if we could have this kind of indicator in real life.

At the time I wrote this post, I was at level 5, and had quite an arsenal of weapons (most of which I cannot use yet because my class or level is too low) and supplies. I plan to play again with my cohorts over the holiday break so that I can learn to trade, cast spells and transport. I can’t wait to hunt, fight and be merry as I gain more experience.

Last, thanks to Dave for giving us this assignment in week 11, just when we want to slaughter everything around us as we persevere to the end. This has been a long and arduous semester; the perfect time to meld escapism with education.

Sunday, November 14, 2004

Kami, no Kaye, who cares…so sue me

I am currently reading the book “the blank slate: The modern denial of human nature” by Steven Pinker. The thing that I find most interesting about this book is that human beings are not born with a mental blank slate, that there are innate circuitries present as the beginning of each person’s existence. Pinker points out that while the argument of “nature vs. nurture” has not be resolved, it has been societies response to accept that “nurture” is responsible for most human action. However, upon experimentation, scientists have learned that the “prefrontal lobe and the limbic system (the seat of the emotion) anticipates the consequences of one’s actions and selects behavior consonant with one’s goals.” It may be that due to our inherent wiring so to speak, we are simply incapable of performing the type of behavioral acts that others would expect us to perform. Further, if an individual is raised “right” and taught “right” then the response will be “right.” As a result, we don’t understand when there are those who insist on doing wrong.

Now let me back up a bit, I am not saying that we should excuse all aberrant behavior and learn to live with it because others cannot control themselves. Moreover, I am saying that we need to be more cognizant in our encounters with other people; not everyone functions from the same paradigm or with the same level of capacities as others. In addition, both physiology and psychology play a big part in who and what people become.
With that being said, how does this relate to identity, deception and accountability? Well, first of all, human nature is what it is, in a virtual world or a real world. I know, Donath addressed the issue of how deception is more difficult in the real world, but I have to say that for those who are innately “good” they will not abuse the virtual world and for those who are innately “bad” they will be opportunists in any environment.

I think that it would be interesting to do research on the behavior of trolls in a virtual world and then study their behavior in a real world. I would hypothesize that there would be a strong correlation between their behaviors in both worlds. However, I acknowledge that accountability does have an impact on the behavior of people who need societal constraints to behave correctly.

It is my opinion that trust, accountability and deception are societal constructs and one’s ability to adhere to them is both psychological and physiological. Last week I had a conversation with a girl on IRC, who as it turns out was a teenager. At the beginning of our conversation, I assumed she was just like me, around my age and with functioned with my same value system, etc (I know, very egocentric of me). However, as our conversation progressed, I could tell in her conversational patterns and use of colloquialisms that she was much younger and immature about a lot of the topics on which she was professing expertise. I don’t think that she was intentionally trying to misrepresent herself, but rather, that the self she was representing was the only one she knew and that she knew that she was correct and right. I didn’t want to break it to her that it was actually me that was all omniscient, not her, ha ha.

For me, my interactions online are short-lived and so I do not have the time for a person to build up a history of trust with me. It is for this reason that I have to acknowledge the Internet for what it is, and that it provides a venue for communication for people from every walk of life. I cannot assume that everyone has the same purpose in their interactions with me and so must consider their comments and information with some degree of suspect. Donath’s comments are helpful as guidelines on how to identify trustworthiness based on some of the subtle signs that she recommended. Further, these guidelines should be headed until more time can pass to establish a history of credibility. And, this is done by demonstrating accountability overtime to build trust, which in turn enhances cooperation.

Sunday, November 07, 2004

IRC and ME

I connected to the network IRCnet. Some of the channels that I hung out on were #beginners, #casualchat, #casual, #cafebleu and #AllNightCafe. It took me quite a while to engage in some conversation because lots of folks were signing in and then out, but were not involved in conversant activity. What is that all about? Do people sign in and then immediately go to a private chat? And another thing, to the left was a list of people who were signed in to that channel; the list was huge on all channels. However, I have no idea where all those people were unless they were just observing and not participating at all. Another interesting experience was when the spammers were kicked of the channel, in fact when I signed on to #allnightcafe I was immediately kicked off because I was viewed as a spammer. I think that it is sad that spammers infect this form of communication, what a distraction. It seemed to me that the spammer’s comments were in a different color and I just ignored that color. In any case, I did engage in two rather lengthy conversations on two different channels. This was an enjoyable experience.

Since I had opportunity to converse with other chatters, I can definitely say that it was different from my interactions on LambdaMOO. First of all, there was not the same degree of arrogance with the interlocuters on the IRC chat as there was on LambdaMOO. In addition, the objectives of both types of interactions was different, this had a huge impact on the way that people communicated. IRC chat was a venue for socialization only, while LambdaMOO was a game where people could socialize or just play. I thought this comparison was interesting because in LambdaMOO conversations were easy to start because I could ask questions about the logistics of the game, where on IRC chat, it took effort to start a conversation that would engage others. I would say that most of the conversations on IRC chat were vacuous at best. In fact, I would posit that a younger generation of people frequent IRC chat, while LambdaMOO is filled with older, more experienced interlocuters. In any case, both experiences were interesting and if I frequent one of the forms of communication again, it would be LambdaMOO.