Category Archives: Communities

Alpine Rendezvous: Workshop overview

About 116 people registered to attend the Alpine Rendezvous this year – 10 workshops, almost every country in Europe represented and several attendees from outside Europe.

Report from Workshop 1: Orchestration

How do teachers orchestrate events inside and outside the classroom?

First model – started with a very dry mathematical model. How does the teacher manage their workload? This only applies if you think of the classroom as a shoebox.
Second model takes the context and the students into account.
Third model include meaning making.
Fourth modeltake emotions and feelings into account (emotional intelligence of teachers and learners).
Fifth model include identity as a driver of learning.

Grand Challenge: Link with the emotions of teachers. Make teachers happy throughout their working lives – and still believing in and expecting things from all their students.

Workshop 2: Data analysis and interpretation for interactive LEs (DAILE13)

Mainly computer scientists

Paper along the lines of analytics for intelligent tutoring systems, and also to support decision-making for different actors

Grand challenge: Interactive learning analytics: from accountability to ‘opportunity management’ in a multi-actor perspective

Moving beyond the focus on learners and including data from other actors. Want to use analytics in a socially responsible way. Consider the interdependence of analytics feedback on decisions and ultimately on power relations and empowerment. Make human responsibility explicit. Support reflection and openness.

Grand challenge: towards adaptive and adaptable learning in massive online courses

Workshop 3: (Our workshop) – Teaching Inquiry into Student Learning, Learning Design and Learning Analytics

Grand challenge: Empower the future teacher

Workshop 4: Smart Cities

Concerned with well-being of people in those cities. A way of optimising resources, including time. Smartness is different from country to country. The UK doesn’t care much about environment, Finland scores very high on governance. So there are cultural issues involved.

This can become a consumer approach – in which citizens consume the smart cities that have been developed through them. An alternative approach would be a bottom-up approach, achieved with and through learning

Should we talk about a smart city or about a smart territory? The most important thing seems to be the space of flux around the city – for example the commuter belt.

They used Villard as a case study including interviews and tour. Identified perceived needs and came up with actions such as a Vercors card giving access to benefits and facilities in the area, learning through space gamification, learning about Villard life by monitoring relevant traces and emergent behaviours.

Multidimensional monitoring embedded into the learning (learning analytics aspect).

Grand Challenge: International observatory on smart city learning. To raise awareness and attract people to get involved.

Grand Challenge: Promote smart city learning and people-centred smart cities / territories

Workshop 5: Crisis and response

Some of the questions that emerged: Political and pedagogic implications of the interpenetration of real and virtual worlds. How are digital cultural resources distributed? What are the candidates for a mobile, highly networked pedagogy? Investigate and advocate for pedagogies of meaning making, identity formation, contingency and (resilience to) provisionality

Grand challenge: How can TEL contribute to resolving educational inequalities?

Democratise access to learning through digital means. Need a more rigorous identification of the role TEL developments are playing in the systemic inequalities. Europe has some of the historically most democratic and emancipatory education systems in the world.

Crisis of legitimacy in the face of open online education

Can we significantly alleviate inequalities of educational outcome?

Examine the big picture of digital capital and capability across Europe.

Workshop 6: Technology support for reflecting on experiences and sharing them across contexts

If you search ‘technology enhanced learning’ and ‘vocational’ on Google you don’t get many hits.

Vocational learning is dual centre – you have your workplace and you have your classroom. How can what you learn in these two contexts be integrated?

The partial solution is called the Erfahrraum (experience space). This has collection, validation and exploitation phases, bringing together practical and conceptual knowledge.

Workshop 7 (Coming up): Challenges of analysing multi-scale and temporal data

Existing research methods to not fully utilise the temporal information embedded in the data which reduces their explanatory power and limits the validity of their conclusions.

Gaming and learning

Games are important when building communities. They help to develop trust and an understanding of each other’s skills and personalities.

In terms of language, wordplay helps us to establish register – to work out what we mean and double mean when we use language. Can we create online community without the use of word games?

Note to self – this begins to pull together work on humour within Schome Park and the work on cohesive ties and register in the same setting. Humour is a way of testing out meanings, and of establishing shared reference points.

Creating Second Life: Blurring the Boundaries – Metalepsis

I must admit, I don’t remember ever hearing the word metalepsis before. And when I google its meaning, I then have to google the meaning of the words used to define it. ‘Trope’ and ‘extradiagetic’ aren’t part of my day-to-day vocabulary – though they might have been if I’d stuck with language and literature instead of veering off towards educational technology.

This definition ‘any intrusion by the extradiegetic narrator or narratee into the diegetic universe (or by diegetic characters into a metadiegetic universe, etc.), or the inverse […]’ is fairly typical. The diegetic universe is the fictional universe – Narnia and Discworld are clear examples, but most works of art and fiction present their own world. The extradiegetic universe is one that is different from the fictional one. So metalepsis takes place when a story’s author intrudes their comments within the story, or when the artist’s hand suddenly appears in a comic strip in The Beano transgressing the boundary between the narrative world and the physical world.

Master of the Revels: Magritte

This Magritte painting is an example of taking it further – the movement between fictional worlds and different realities.

At the ‘Creating Second Lives’ conference, Astrid Ensslin began to explore the connections of metalepsis with the conference theme of ‘Blurring the Boundaries’.

Lots of ideas – too many for me to note down during the presentation. They include ‘participatory metalepsis’such as cosplay and fan fiction, and the ‘avatar as a metaleptic vehicle’ that takes us into a different world.

Two themes emerging for me – one about paratexts (the texts that arise around digital media, such as walkthroughs, cheat guides and fan fiction) and about ‘parapractices’ (a term I’ve just invented to cover cosplay — I’m sure there are more examples). Also the theme of the wish to move between the worlds – to bring our avatar into real life, or to move with our avatar into the virtual world (see Liberate Your Avatar for an example of this).

Learnabout Fair

Advantages of a blogged research journal

Hyperlinks Link your research blogs to useful information sources

Personalisation Use emoticons and images to personalise entries

Categories and Search Find your notes quickly and efficiently

Blogroll, RSS feeds, trackbacks and permalinks Link to other researchers.

Ideas for a blogged research journal

Community Posts Collaborate and link with other academics.

Reflective Posts Discuss ideas, progress, methods, theory and academic writing.

Environmental Posts Share experience of the research environment.

Memos Things to do and remember; links and references.

Emotive Posts share how you feel about your research.

Blogging-related Posts Discuss blogging…

Twitter as coffee

Another set of notes from Handheld Learning finally making it into my blog.

This is from a talk by James Clay. He argues that Twitter is about the community having coffee together and having a conversation. Like coffee-break chat, it’s a stream you dip into and it’s a leveller that can improve efficeincy within an organisation.

Within Twitter you can:

  • Share links
  • Collaborate
  • Share blogs and news
  • Crowdsource
  • Backchannel
  • Find out what’s happening
  • Chat

Tweeting makes your job bigger and smarter and faster.

With Google you have to do the searching, but with Twitter the information comes to you, and you have the opportunity to dip into other people’s communities. If you do ask questions you may get a lot of responses, and those responses are likely to have authority.

Seven million monsters

An exceedingly late write-up of a talk I went to on Moshi Monsters at Handheld Learning earlier this year.

At that point, Moshi had seven million registered users and was adding over a million a month. About a third of these were based in the UK, a third in the US and a third in the rest of the world. Seventy percent were female. Most were playing for free – and almost a million items were being sold (for in-game currency) in the Moshi shops.

The focus is on the social side – the monsters are pets rater than avatars.

The subscription model works well for young children, as their parents are paying. Micropayments work better for teens, who are often paying for themsleves, sometimes via their phones.

Moshi doesn’t have real-time chat like Club Penguin and Habbo. This means that messages can be approved before they appear on the site.

Another example of a successful site for this age group is Poptropica, which has over 70 million sign-ups.

Second Life chatbots

While at the Virtual Worlds JISC day up in Stirling, I saw a demonstration of in-world chatbots.

The Daden Prime sim has a chatbot avatar, Abi Carver. You can visit her in world, or talk to her on their chatbots.co.uk website. Like most chatbots, she’s fairly limited as a conversational partner. However, I’m told she’s beginning to get some sense of memory and emotion – and that she has situational awareness and motivation. This may be the case, although I failed to spot it.

I guess she does indicate a way forward, though. When you meet a new avatar in Second Life you may well have a bizarre conversation – either because you both have different first languages, or because one or both of you is doing something different in the real world. So, without the visual cues provided by Abi looking like a bot, she doesn’t need to talk very well in order to fool passers-by.

As the website says, chatbots like these have a future as greeters, information sources, tour guides and non-player characters.

Second Life Needs Pyramid

maslow1.jpgMore notes on the ‘Creating Second Lives’ conference in Bangor.

http://nieci.bangor.ac.uk/conf/?q=en/content/abstracts

Astrid Ensslin, one of the organisers of the conference, reported on a very interesting piece of research, adapting Maslow’s hierarchy of needs from the real world to the virtual world.

Maslow identified that people have to prioritise their physical suvival needs and their need for safety and security, before attending to their social needs, need for self esteem and need for self actualisation.

Astrid carried out interviews to find out what a similar pyramid would look like for avatars and came up with a very different list, which would be very useful to people creating an in-world environment. Unfortunately, I didn’t take notes quickly enough to record her version – so I’ll have to wait until she publishes her research 🙁

Google Map of World of Warcraft

You learn the strangest things at academic conferences.

Not only can you now zoom around the real world via Google Maps, but you can now also view a Google Map of the World of Warcraft. Apparently, by combining information about the measurement of significant features on this map, and the distance you can cast certain spells in world, you can calculate that Azeroth is approximately 50 square kilometres.

Not only that, but the in-world land of Lord of the Rings Online is around that size, according to the New York Times. Tolkien provided a scale map of Middle Earth, which is FAR bigger than that. Putting these pieces of information together suggests that 50 square kilometres may  be the optimum size for any section of an MMPORG world at this point.

I noted down at the conference that 50 square kilometres is also the approximate size of Disney World. However, when I checked, it appears to be around 122 square kilometres – the size of the entire World of Warcraft, not just Azeroth. The World of Warcraft is therefore the approximate size of the city of Newcastle.

Milton Keynes, in case anyone was wondering, is currently only three-quarters the size of World of Warcraft.