MOERG

Entries tagged as ‘higher education’

Twittering the Student Experience

November 15, 2009 · Leave a Comment

The results of a study I made with colleagues at the University of Leicester on the use of Twitter with undergraduate and postgraduate groups (see earlier post) has had its first results published in the Alt-N online newsletter:

Twittering the student experience
by Alan Cann, Jo Badge, Stuart Johnson and Alex Moseley
http://newsletter.alt.ac.uk/l7qtuceyiq3

This is the first, short, article describing some of the background, methodology and outputs. Further analysis will be provided in forthcoming publications.

Categories: Publications
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Games in the Midlands

June 9, 2009 · Leave a Comment

In late May, I joined in a research/workshop event organised by the ARGOSI (Alternate Reality Games for Orientation and Student Induction, based at Manchester Metropolitan University) project team, at Aston University in Birmingham.

As well as wrapping up the project, and working out how it would continue and spread (Brighton may be taking it on next year), we pooled our various experiences together to think about ways in which immersive/alternative reality games could help solve two perennial problems in higher education: induction (ie. becoming a student), and research skills (becoming an effective student). We also looked at new media or digital literacies too, being another hot topic which fits nicely into the ARG-online sphere.

Several coffees, chocolate muffins, Werthers Originals and live-linkups later, we came up with an interesting little project which I can’t reveal too much about, but suffice to say it combines principles from Facebook-style games, online searching and online treasure-hunt style games (like http://thenethernet.com/) to teach prospective students about university life, research skills and digital literacies. More information to follow, I hope.

Nightlife consisted of reimagining various ‘classic’ tabletop games (principally due to lack of instructions) like Kerplunk and a card-based football game, before settling on a grand Scrabble match. The Manchester crew were surprisingly lurid in their choice of words, I have to note…

In addition to the above, we wrote and tried out several sample puzzles for the project – here’s one for you to try from Scott Wilson:

  1. Where Am I From?
    http://blog.arukikata.co.jp/tokuhain/glasgow/images/P1030870x.jpg
  2. Where Am I From?
    http://www.jarviscocker.net/
  3.  Where Am I From?
    http://www.buckice.com/images/hw_coal.gif
  4. What links the three locations above?

We also scoped out a new collection of essays, on the use of alternative reality / immersive games in education, covering some very exciting areas: again, more of this to follow.

All in all, an excellent event: many thanks to the ARGOSI team for organising and funding it. These short research gatherings are a great hotbed for ideas – unfettered by talks or strict agendas, but focussed on a particular theme. I look forward to more of the same in the future.

Categories: conferences/reports
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Reality Bytes: ARGs in Academia

May 15, 2009 · 1 Comment

vf75An article I wrote for the British Universities Film  & Video Council’s excellent Viewfinder magazine has just been published (June 2009, no 75).

In it I give a brief overview of what an ARG is, why it is so interesting for education, and some examples of recent ARG-related work in educational settings.

Click the cover for a PDF of the article; use the link above to obtain a copy of the full printed issue.

Categories: information
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Immitters and Irritation

April 27, 2009 · 1 Comment

A little while back I came up with the idea of an immitter – essentially a twitter account which would deliver appropriately spaced and relevant tweets to those new to twitter, allowing them to gradually see the usefulness of the tool without having to build up an instant and relevant friend network (which takes some time).

In the context of higher education, the immitter might pull in subject- or topic- specific feeds from elsewhere, mixed with comments from tutors or course administration: all focussed on a particular subject cohort.

However, since this idea was formed, the commercial world has woken up to Twitter, and companies and PR agents are now emitting swathes of marketing tweets and – worse – using searches on vaguely relevant words to follow and retweet our own posts (I recently received a horde of lesbian porn followers when I used the word “bi” in a very much unrelated tweet; and the reporting of a toy robot race with my daughter which included the word “scientific” was retweeted to a wide audience by the rather too eager @ScienceTweets organisation). It is now getting more and more difficult to keep your Twitter followers in check, and keep your feed relevant and free from spam – indeed, many people are starting to protect their updates to protect their sanity, which rather goes against the Twitter ethos.

So, I go back to the original aims for the academic immitter, and suggest that some of the companies looking to utilise Twitter for their own marketing emitter should take note:

  • volume of information is critical: 1-4 tweets a day depending on maturity of twitter audience;
  • content of information is even more critical: all tweets should be either directly relevant, or recipients should be able to see the link to their own interests;
  • to achieve the above two aims, the target audience must be a coherent interest group or community;
  • may be automated (via relevant feeds etc.), manual or a mixture of the two. Some manual input probably required to ensure relevance of content.

Categories: musings
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Student superbrains: learning from guild play

March 11, 2009 · Leave a Comment

I was reading the very interesting article from Douglas Thomas and John Brown in the newly formed IJLM online (http://ijlm.net/missives/doi/abs/10.1162/ijlm.2009.0008) : Why Virtual Worlds Can Matter.

Their description of guilds within World of Warcraft (the study of which is not new of course: see Steinkuehler 2004, Dave White’s Community Development in the Pursuit of Dragon Slaying and several others) really grabbed me though.

For those not in the know, serious World of Warcraft (WoW, or any of the other massive multiplayer online roleplaying games, or MMORPs) players form into groups or guilds, and work together in these units to solve bigger problems, fight larger battles, and generally enjoy the community aspect of the game (which can sometimes extend into real life meetings etc.).

Thomas and Brown suggest, from a study of WoW, that individuals within these guilds solve small problems or make small discoveries (such as finding out how a particular magic artefact works) – they then pass on this discovery to others in the guild, hence sharing knowledge across the community. But then comes the good bit. In doing so, other members of the guild will apply their own thinking and skills to the problem and solution, improving on or widening the original solution to make it more effective or applicable (such as casting a particular spell when using the artefact to boost its power). Solutions are therefore improved over time, re-shared across the guild, and recorded for future use.

It really excited me to think about this in terms of student groups. The idea that each individual student could solve a small problem, but then share that with their peers, who would use their own skills and contexts to adapt and improve the solution; but always ensuring that the group as a whole knew the latest solution, the history and the applicability for the future.

Instead of understanding magic artefacts, imagine that the problems are related to research skills or problems, induction issues, or pertinent subject disccussions. Each student in a group gets to work on one of the problems/issues, but all students get to see and apply/improve all of the problems over time, forming a community of practice as they do so.

Now, for somewhere to put this idea into practice…

Categories: musings
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Will this twittering come to any good?

February 5, 2009 · Leave a Comment

Twitter is suddenly flavour of the month, as even your Grandmother will tell you (mine told me yesterday, at any rate). Boosted in recent months by high profile twitterers Steven Fry (http://twitter.com/stephenfry) with 122,000 followers and counting, a reformed Jonathan Ross (http://twitter.com/Wossy) with 56k and US President Barack Obama (http://twitter.com/BarackObama) topping the lot with 225k – although since his inauguration he’s been rather quiet. Both Fry and Ross also recently brought Twitter into the real world, the former tweeting (via a proxy) a speech in Apple’s London Store, taking questions from Twitter as well as a live audience (see the #fryappletalk tag stream); the latter taking a random word from Twitter and planning to insert it in the Bafta ceremony on 8th Feb. To give it the final official sanction, the BBC ran a major news item concerning the microblogging site last week following tweets covering the US plane landing in the Hudson River.

At the University of Leicester we’ve been trialling our own Twitter revolution, providing small groups of students with iPod Touches (courtesy of a succesful bid to the JISC HEAT3 scheme) for four weeks, and asking them to tweet their location and activity, and (optionally) anything else they wanted. The aim was to find out more about the modern student experience (where and how they go to study and relax). This is not the first use of Twitter in education, I should note (see Diane Skiba’s roundup and check out the Twitter stream to any conference worth its salt nowadays), but it is still a fledgling area.

Working with Alan Cann (who introduced me to Twitter last year and gives a good intro to it) and Jo Badge in Biological Sciences, and Stuart Johnson in the Student Learning Centre, we have so far trialled the service with a first year undergraduate science group, and (currently) a postgraduate cohort in Museum Studies.

The undergraduate group took a little time to get started, but started to introduce study and social tweets in amongst their location/activity ones (such as ” is rather worried about the assessment tomorrow and is preparing herself for failure” and the rather illuminating “has the words ‘russian bride’ written on his hand, and can’t remember much of last night…. Now for chemistry revision”). 

What’s been fascinating me, though, is the postgraduate group in my own Faculty. A group of ten Museum Studies students, all taking a module on Digital Heritage which I teach on, they launched themselves into Twitter from the word go. It has become their way of discussing seminars, bouncing ideas, co-ordinating study sessions, sharing links and references, etc. (“Reading about kandinsky and art and music. How apt on an iPod”; “will send you those articles about e-games and museums”; “we’ve re-arranged for Wednesday at 3pm” ): watching the Twitter stream is a fascinating insight into the way modern postgraduates operate. Furthermore, their tutor created a special Twitter account of his own, and uses it to make them aware of his availability or any extra sessions or events: in turn the students use it to ask quick questions and clarify points of study.

It will be very interesting to see whether this constant and clearly useful dialogue continues when the iPods are returned in a week – I suspect it will, given that many tweets are sent from mobile phones or laptops rather than the devices themselves - but regardless, it’s a wonderful example of how an engaged, specialised peer group have embraced and turned Twitter to their own advantage.

More results and reflection to follow.

Categories: projects
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Initial Reflections

December 21, 2008 · 2 Comments

Well, the Great History Conundrum finished its first iteration three weeks ago now, and the final marks (for the reflective, group wiki stage) have come back in from the departmental tutors. Given that some sectors of the department were (quite rightly) slightly apprehensive about this new fangled online game thing, the comments coming back have been mightily heartening!

A press release recently went out containing some brief details of the course’s success (see PublicTechnology.net’s article) but, in advance of a full analysis of the results, I thought I’d reflect on some of the key things we discovered:

  • Moderation is a mutable but vital beast. Some of the moderators were slow to start (due to poor advance warning on our part) which caused initial unrest amongst students; and moderation varied from fair to outstanding at different times, whereas the students and department expected consistency (of course). Biggest problem? Time. We allocated 5 hours per week per moderator, and probably needed 7-10. Lesson: more preparation/handholding at start, more time, more checks throughout.
  • Students are all different, despite what you hear.A portion of students really liked the narrative puzzles, a portion hated them. A portion liked cryptic ones, others preferred straightforward questions. About half enjoyed working in a group, about half as individuals.Lesson: No size fits all – don’t try to.
  • Enthusiasm is infectious. Academic departments are used to bored/unengaged students (it’s becoming the norm), so a show of enthusiasm can bring them onside to anything. Our closing ceremony was a stroke of genius: the students whooped their way through it, and the departmental staff present got to see their enthusiasm first hand. It also came through in their reflective wikis (I really enjoyed this one; this one took me ages, etc.). Lesson: try to capture and disseminate any enthusiasm to students and staff.
  • Assessment is a double edged sword. It guarantees that students will do your course, and gives it status within a department; but means that you are open to strong scrutiny, are affecting a student’s degree, and (most importantly) the students feel that they have the right to moan. a lot. all the time. even when they are actually enjoying things.Lesson: none really. For mass take-up, assessment is vital. Accept the moans.
  • Learning is doing. This was the primary aim behind our course, and it’s been proved in spades. First year students this year have engaged with the key skills and topics in a way that surpasses their second and third year peers. The difference? They’re having to think, and apply, to achieve an aim. Lesson: it’s not a new one. But it’s true.

Merry Christmas everyone!
(I’m allowed to say that: I grew up near to Noddy Holder).

Categories: projects
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The Great History Conundrum

November 2, 2008 · 2 Comments

Although I’ve been researching and preparing for this course for one and a half years, I’ve held back from writing about it here until it launched. Which it has. Last Monday.

Stakes are high. The History course it was designed for had a cohort of 140 students; and for the last few years both they and their lecturers have complained about the first year research skills course they have to do in the first semester (the students find it dull and patronising; the lecturers find that the students don’t engage with it or pick up the necessary skills). 

A Great History Conundrum Puzzle

A Great History Conundrum Puzzle

Using my research into ARGs (see earlier posts) I had designed a new online section of the course which hoped to use key features of online reality games to engage the students with historical research, teach them key skills, bring them together as a group, and allow them to work in their own pace and time. Two successful pilots were run last year, with 10 students each time, and the department decided to include it in the assessed first year module this year. In September, I heard that the number of students had risen to 200.

The Great History Conundrum (GHC) is based around 50 ‘problems’ or puzzles of varying difficulty, which are designed to introduce students to the range of resources and skills they will need in their three years. Various of them incorporate narrative elements, cryptic clues, real life locations and collaborative tasks, increasing the range of skills they develop and broadening their interest to different types of students (theoretically). 

As equally important, though, are the course’s forums (held, like the GHC home, on the University’s BlackBoard system), which encourage collaboration and reflection on resources and skills discovered. Posts on the forums feed into the final section of the course, which asks the students to create a shared resource (as a WIKI) which describes the resources and skills required and will become a reference for their studies throughout their degree.

Motivation and engagement is provided by instantly updated leaderboards and delivery of new puzzles (via a custom-built but ’simple’ web app which talks to the intranet) and by carefully developed assessment methods: the three aspects of the course (puzzle solving, forum posting and WIKI creation) are assessed continually, with students able to see 66% of their actual assessment scores as they go along.

So that’s the background. And so to the launch. Following an opening lecture to introduce the cohort to their challenge, they quickly and encouragingly rushed off in droves to log in and solve their first puzzle – only for a bug to become apparent in the custom web system which resulted in blank puzzles being sent back to the students rather than new ones.

To cut a long and rather forgettable story short, niggly problems with the technical side continued until Thursday, when they were finally banished. The students stuck with us, though, and were able to solve puzzles and post to the forums throughout. Which they did with aplomb: to date, 125 of the 200 students have engaged to some extent, and a quarter of those have now achieved a running mark of over 40% for the course, with the WIKI stage (and 33%) still three weeks off.

More reports to follow, with further background on the course itself.

Categories: projects
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Let’s Change the Game Conference

October 14, 2008 · Leave a Comment

A date for your diaries: 5th December 2008, at Channel 4’s headquarters in London.

This auspicious date will see the gathering of some of the heavyweights in the growing world of “games for good”: representatives from the BBC (Philip Trippenbach) and Channel 4 (Alice Taylor) will join Alternative Reality guru Adrian Hon (of Six to Start), and a series of speakers from charity (including Juliette Culver, founder member of the team behind Operation: Sleeper Cell) and higher education (including myself, Katie Piatt and Nicola Whitton) to discuss and debate the use of online reality games and entertainment to be a force for good (whether raising awareness, money or learning levels).

Full details can be found on the conference web site: http://conference.operationsleepercell.com/

Registration is limited to 70 places (£35 for students, £75 for salaried attendees) so book your place quickly!

As one of the organising committee, I’m also looking for ideas for some of the breakout sessions we’re planning between talks (or questions for the Q&As), so please add a comment below with any ideas.

Categories: conferences/reports · information
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The Gaming Gap

July 22, 2008 · 1 Comment

As every parent and teacher knows, the use of games in education is old hat. Games are part and parcel of a child’s early years at home, used extensively in primary education, less in secondary (where wordsearches become king, as supply and burnt-out teachers will testify), hardly at all in FE, and all but disappear in Higher Education.

HE lecturers/administrators, onlookers, and probably many students, would call this progression or growing up. As children mature and turn into adults, their need for games as a stimulant or entry into learning dissipates.

But if this is the case, why do so many students play games in their spare time? In fact, let’s extend that to most 20, 30 and increasingly older aged individuals: the rise in the use of the gameboy, playstation, PC, online and mobile games has spread upward with the 70s/80s generations, and there are many tales of students or workers crawling in of a morning bleary eyed after spending the night chasing orcs  or honing that 40-yard virtual drive.

It’s not just in their free time that workers are encountering games either: many companies now run bonding, management or other sessions through game-based centres or activities (paintballing, rafting, murder mystery weekends, zorbing and many more I’ve not heard of yet). And when it comes to retirement, the current generation of whist, bingo and poker players keep minds active and occupied through our ever-extending lifespans.

With all this in mind (and referring to a little chart I made to illustrate the above), there’s a rather obvious blank space. Uniquely, Higher Education provides the only solid block in life where gaming is absent. Indeed, it is almost universally frowned upon as non-academic.

Here’s a little task to leave you with: try searching your favourite abstract store (or Google Scholar) for articles on gaming in higher education. Now try searching the same site for articles covering the problem of motivation, engagement, critical understanding and dropout in higher education.

Categories: musings
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