Showing posts with label muves. Show all posts
Showing posts with label muves. Show all posts

Wednesday, July 07, 2010

Roger and Me

A couple weeks ago (to be precise, on 6/17), Roger Ebert tweeted the following: "Find me a person who would value any video game above 'Huckleberry Finn,' and I'll show you a fool." As you can imagine, gamers lit Twitter, his blog, and their own with a wildfire of responses (one of his blog postings had over 4000 comments!). And then finally, Ebert relented, admitting that he shouldn't really be commenting on video games when he has had little experience with them.

The discussion led me to thinking about my own experiences with Huck Finn and video games.

My first memory of Twain and Huckleberry Finn go back to Christmas 1965, when I was in third grade, and my family lived in the Sierra Nevada foothills, the town of Oroville. My grandmother and grandfather Lyons had given me a handsome edition of the book for Christmas, and my father read it to us, one of the only times I remember my dad reading a book to his four children. I especially recall my father almost rolling on the floor laughing when reading the chapter "Was Solomon Wise?"

Jump ahead a decade to my first year in college, a few years after my father's death, a year out of high school, when I had always planned on majoring and working in the sciences, probably some form of physical chemistry. What I found, though, in that first year at Diablo Valley College, was that I really didn't want to pursue science. The work just didn't interest me as it had when in high school, for some unfathomable reason. I even took a disliking to math while taking a trig class, something I had thoroughly enjoyed up to calculus in high school.

It wasn't until I took a class on Mark Twain the second semester, that I realized my interests were much more focused on literature than on science, that I was much more interested in reading about science than in doing it. I was more engaged in works of imagination than in works of the physical world.

Now jump forward another fifteen years. My oldest son at ten years old bought a Nintendo Gameboy with his paper-route money. A number of evenings after work selling real estate, or just starting my career in teaching in community colleges, I would sit on our couch surrounded by my four children as we all watched me maneuver Mario through the little screen images of Super Mario World, jumping, running, flying, knocking turtle shells, and so on. All of us were immersed, engaged in that little 2-3 inch screen, watching that little plumber negotiate the obstacles of a rather unfriendly world.

Now was that video game as rich an experience as reading Huckleberry Finn? In many ways, of course not. A simple game on a little screen does not compare to the rich world along the Mississippi River filled with round characters that Twain creates. Or of any of the rich narratives that my children and I experienced together as I read dozens of books aloud to them. But in both cases, father and children experienced a world of imagination together, laughed and held their breaths together, talked and enjoyed being with each other.

You see, I'm convinced that the use of imagination in placing oneself into an virtual world, or as Tolkien calls it a secondary world--being immersed, lost in, enveloped by that world--is the key to engagement in a number of media. One doesn't become engaged in page after page of words, tiny screens of choppy images, models floating through a star scape on a black and white TV--even the most sophisticated imagery available today on an HD TV or digital theater, whether in video games or film--without placing oneself imaginatively into the midst of that world, becoming immersed in it. One cannot be surrounded by a virtual world literally. One can only imagine being so.

Consequently, the idea that children playing video games are mindless vegetables compared to those who read I find wrongheaded. A child cannot become immersed in a video game without using his or her imagination any more than he or she can with a book.

And I think that's the key to success for MUVEs, MMOGs, virtual worlds--being able to believe, again as Tolkien says, while in the world, that what takes place is reasonable given the initial setup of that world. I rationally recognize that my avatar in Second Life, Profdan Netizen, is not me, it's a blob of pixels on a server. And I know that anyone I interact with in SL is one removed from their avatar, just as I am. But with my imagination, I secondarily believe, and am hence immersed in that secondary world while I'm there, and hence can experience it as I would a rich novel, a vivid video game, or a well crafted movie.

But I also see, as I contemplate my relationship with Huck Finn and video games, that social interaction is crucial to the experiences. My father reading to me, my mother buying me books, even when it wasn't a special holiday (I remember one afternoon coming home to find three paperbacks arranged carefully on my bed--the Lord of the Rings). Reading to my children and playing video games, from Gameboy to Nintendo in all of its variations to Playstation. Although reading and playing video games often are solitary affairs, just as often they were social events in my family. The communal nature of collectively exercising our imaginations and entering a secondary world together magnified the immersion--same is so with watching TV or going to a movie together.

Jump ahead another twenty years. I now find myself working with students in a virtual world. As I've mentioned in earlier entries, I've taught online for a dozen years in the 2D world of the Web and learning management systems like Blackboard and Angel. All along, I've found the lack of space in the online educational experience to be a serious deficiency. Why? Yes, I've been able to work on writing with students as a community through 2D apps. But I've found the experience to be detached, imaginatively shallow, no sense of place. A big part of it has to do with the likelihood that who we are, what we are, what we do are all mightily influenced by geography. As Annie Dillard mentions at the beginning of An American Childhood, "When everything else has gone from my brain--the President's name, the state capitals, the neighborhoods where I lived, and then my own name and what it was on earth I sought, and then at length the faces of my friends, and finally the faces of my family--when all this has dissolved, what will be left, I believe, is topology: the dreaming memory of land as it lay this way and that." I've always thought that having an online world to work in, much like the worlds of a video game (hopefully more friendly than Super Mario World!), would enrich the experience, help students enjoy more fully the class, and give them an imaginative anchor--a topology of place--that would keep them in school more effectively than does 2D online learning.

Social interaction and imagination--both bring us back to virtual worlds. Both are essential to the richness of Second Life and other MUVEs and MMOGs.

Some students get imaginative/social interaction right off with Second Life, many don't. Part of it, I think, is the newness of the medium, much as many students didn't get working with a community of writers online twelve years ago. But I'm wondering what I might do to help students recognize the MUVE as a place of the imagination that will build community and exercise mental skills which improve their writing.

Face it, without a well developed imagination, one cannot write effectively.

Friday, December 12, 2008

So long, farewell, auf Wiedersehen, goodbye!

This will be my last posting for my sabbatical, though not my last posting. One of the values, I see, in sabbaticals is the opportunity to start activities that can then be incorporated into one's professional life. So my goal is to continue this blog next semester.

But before that happens, I thought it would be good to do some summary and reflection on the work I did this last semester. First off, here is a list of applications that I played with this semester that I hadn't really used until going on sabbatical:

  • Blogger
  • Diigo
  • delicious
  • Google docs
  • Pageflakes
  • Second Life
  • Facebook
  • Myspace
  • Twitter
  • Twittervision
  • Twistory
  • Flickrvision
  • Google Reader
  • Google Calendar
  • Google Chrome
  • Ping.fm

There are a few others that I looked at and briefly dabbled with, such as ning, pbwiki, wetpaint, Google Lively and so on. But those listed above are ones I spent significant time with, and will most likely continue to use at some level. And I've used flickr for some time, though only for personal use.

Furthermore, here is a list of conferences, seminars, and discussion groups that I attended in SL the last 45 days:

  • ISTE discussion group
  • UCLA Mellon seminar in Digital Humanities
  • East Carolina University conference "Virtual Worlds in Education"
  • Educause Annual Conference
  • MacArthur Foundation "Real World Impacts from the Virtual World"
  • Community Colleges in Second Life discussion group
  • Epic Institute "Where Are We Going with Virtual Reality?--and Who Will We Be When We Get There?" discussion group
  • Second Life Educators Roundtable
  • Virtual Worlds Research Group
  • Metanomics
  • Science Friday
  • Science Fiction and Fantasy Portal at InfoIsland
  • West of Ireland reading
  • Program for the Future conference
  • University of Louisiana's Invitational Conference on Virtual Worlds
So what did I learn? Besides the fact that I've only scratched the surface of the metaverse, here are some thoughts based on a review of my blog postings from the last three months (parenthetic dates note previous blog entries of issues):

One of the first assertions I made in the beginning of this project--in the proposal--was the desire to see if we were at a place where we could expand 2d online education to make it more immersive. I've come to the conclusion that we are on the cusp of launching online education into a 3D immersive environment, where students will not simply communicate through screen windows of text, but will find their online classes situated within a place, where up, down, left, right become essential elements in understanding where they are just as they do in real life (RL) classrooms. Where students see each other and the instructor within an environment rather than just text on a page:





Virtual worlds like Second Life make concrete learning through social interaction and will likely lead to higher engagement/retention (9/9). However, we need to keep in mind, that SL and other virtual worlds are bleeding edge (9/5), and very much like the frontiers of browsing in the mid-nineties. It's not quite "ready for prime time" in the sense of being able to use to its full capacity with multiple sections of fully online classes across an institution. But it will be soon, where seamless interaction with 2D applications within a multi-user virtual environment will make fully online education as socially present as a face to face class.

The concept of e-mmediacy--feeling connected with students and instructor in online classes (11/14)--takes place today with learning management software, like Angel or Blackboard. But it only happens with some students and faculty. I've had many students, and faculty, I've worked with express dissatisfaction with online learning because they miss the connection with others. Even though they've dealt with fully interactive online classes. Multi-user virtual environments (MUVEs) seem to me to be a critical development in online learning, and any institution who ignores them will soon look quaint in its approach to distance education.

Now, do note that I mention seamless interaction with 2D applications within a 3D world. MUVEs by themselves are nowhere near enough. By themselves, they become only Jung's collective unconscious, a dream world (10/9) that may be valuable for study but not necessarily a place to study and learn. Even just now (12/16, 7:15 p.m.), I attended a discussion at the SL educator's roundtable, and we discussed the need for seamless access of 2D applications in SL, such as the ability to present web pages easily and quickly to others while in world. Most agreed that if another virtual world offered such, and SL didn't, SL would lose educators. Project Wonderland is another MUVE that advertises the ability to collaborate with others on 2D applications. And Sloodle is working on such a presenter of web pages now for use in SL (as announced by a Sloodle developer at the meeting just mentioned). With these developments, I can see fully online classes using virtual worlds for an immersive space to do real work. And if SL stays at the forefront, then the axiom expressed recently by John Seattle will really be so for online education: "Second Life is real life" (11/20).

One other point: In order to use a MUVE in online education, at least for community colleges, there must be accommodation for mixed-age classes (11/25). It's true that classes could be advertised as 18 and over only, but that's not the best situation. There is no reason that under 18 students should be kept from immersive online classes as long as they have parental permission. Hopefully, Linden Labs will relent in the near future.

If not--Second Life really will be the Netscape of the 21st century as other MUVEs leap over it to accommodate higher education.

What's next? I will definitely be using Twitter, Diigo and Pageflakes next semester. I may have some SL activities that are optional, where students can participate rather than do something in the discussion forum or chat. Or as extra credit. I need to explore more fully the different orientation possibilities, to get students started. Right now, I'm leaning toward the Virtual Ability orientation. I'm hoping to build up my skills in SL so that I can require its use in the fall. I'm also going to explore the acquisition of land. Lansing Community College really needs to invest in developing immersive environments for their online classes. If we as an institution are not ready to invest in our own island, I plan to check into ed islands who offer space to other institutions.

And I plan to continue using SL for professional development. Conversation and participation with other educators has been quite enjoyable, much more than I expected when I first began this project.

So until next year, Happy Christmas, Merry Hannukah, Uproarious Kwanza, and may the Force be with you.