Hello, and welcome to our
continuing series of live
webinars documenting
creative use of
Mediasite around the world.
I'm Sean Brown, Vice President
at Sonic Foundry.
And today's webinar is titled,
"Choose Your Own Adventure -
Using Lecture Capture and Social
Media to Customize
Learning Experiences."
Once again, we have a ton of
people joining us from all
over the world.
We have over 450 people
registered at this time for
this webinar.
And people, as I like to see,
have joined us from almost
every province in Canada, almost
every state in the
United States, and from
many different
countries around the world.
Including my good friend Bill
Lintner from Florida State
University, who actually
informed me that he has a
large group of folks assembled
to watch this.
Which is just a testament to the
particular interest in my
presenter, who I'll introduce
after a little bit of
housekeeping in this faculty
focus of this webinar today.
Welcome to all of you.
As I said, before we get started
I just want to go over
a few housekeeping items. Going
over the features of the
Mediasite Player.
If you have a question at any
time during this presentation,
please click on the speech
bubble below the video.
You can type your question in,
and I will receive it here in
the studio.
I'll hold your questions until
the end of my guest's
presentation.
And then I'll relay them to her
so that we can get as many
answers on camera for you
as we possibly can.
She's graciously agreed to take
on any questions that we
don't get that ask via text
online later on if we don't
get to them.
So please put in your
email address when
you're asking the question.
If we don't get to it on the
air, we'll find a way to get
back to you as soon
as possible.
Also, I want to specifically
make you aware that under the
Links tab, there's some
supplementary information that
my guest has provided.
Most particularly, a handout--
a PDF of a particular course
handout that describes the
information she'll be
giving you today.
You may want to use that during
the presentation.
Download that now so you
can follow along
with some of her comments.
So now it's my pleasure to
introduce my guest and friend,
Dr. Diane Zorn.
Diane designs, implements, and
teaches fully online rich
media courses using Mediasite
technology and audio video
podcasting.
She was the second university
instructor in all of Canada,
and therefore, one of the
second in all of North
America, to offer video podcasts
of her lectures.
Her student-centered, radically
interactive course
design is based on her theory
of an active education.
If you haven't heard about it
before, you're going to be
hearing about it soon.
Her approach to online education
allows students to
customize their learning and
learn on the go, and
reciprocally involving an
adaptive learning environment.
She's published a growing body
of work on this subject, both
alone and in partnership with
Kelly Parke, who some of you
are familiar with in the
Mediasite user group, and is a
highly sought after speaking
resource and workshop provider
to faculty all over
North America.
Welcome to you to our office
and headquarters.
Welcome back, Diane.
Thanks, Sean.
OK.
I'm so excited and happy to be
here to tell you about two new
courses that I'm developing
for York University.
I have a little less than
a year to develop them.
So they won't be running
this September.
They'll be running
next September.
I would like to focus on, in
particular, one version of the
two courses.
And that is the one that is
modeled on Dungeons and
Dragons and World of Warcraft.
But I'd like to begin by just
giving you a little bit of
background on the courses.
I don't want to spend too much
time on that, because I want
to get to the heart of why I'm
doing this, how I'm doing
this, and why you should
care about this.
First of all, some background.
On the handout that I've given
you, in the top left corner on
the first page, I have a little
blurb about the courses
themselves.
The two courses I'm developing
are first year
undergraduate courses.
The first one, "Modes of
Reasoning About Morality and
Values." The second version
of the course is "Modes of
Reasoning About Business Ethics
and Corporate Social
Responsibility."
They're both first year, both
undergraduate, with several
sections enrollment, 50 to 150
students, one section fully
online with anywhere between 80
and 150 in that section for
both of the courses.
The courses are in
three modules--
both of them.
And they're critical thinking,
conceptual analysis,
arguments, argumentation,
skills-based courses, not
content-based courses.
These courses teach students
how to think for themselves
from the ground up, which
as you can imagine, any
skills-based based course--
it's very challenging to design
that and teach that in
a fully online version.
A little list of some of the
technology that I will be
using and that I am using.
I'm using Moodle rather than
WebCt at this point, because
that's what our university
is focusing on.
The Mediasite video streaming,
the lecture capturing--
I could not do any of this.
I could not promote deep
learning in the way that I
will in this course, in this
Choose Your Own Adventure
role-playing game course,
without the Mediasite
webcasting and the podcasting.
And I'm going to explain
why that is and
how I'm using that.
So I am using podcasting.
As Sean mentioned, in Canada, I
was the second professor at
the university level to use
video podcasting in 2005.
What I am finding is that I'm
leaning more towards the audio
podcasting rather
than the video.
So that's more what I'm
leaning towards.
Wikis, YouTubes, blogs--
the students themselves
using blogs.
VoiceThread--
so some sort of voice-over web
technology needs to be used.
I will be using VoiceThread.
Also, Prezi which
is a type of--
you may have seen it-- really
cool, interactive version of
PowerPoint.
Now Facebook--
I have question marks
besides this.
I've been doing research that
compares using Facebook and
Facebook users to social gamers
and the difference
between the two.
And I'm not fully decided yet
if I'm going to use Facebook
in this course.
I will be blogging about it.
And I would welcome
your comments and
questions on that issue.
I'd like to turn to the second
page of my handout and begin
very briefly with what inspired
me to design a Choose
Your Own Adventure role-playing
game course.
The inspirations are, first of
all, a man named David Wiley,
who you can Google.
I've actually given you the
URL to look him up.
In December 2008, Chronicle of
Higher Education published an
article on David Wiley.
He designed a master's level
course and turned it into an
online role-playing
game course.
I was so impressed when
I read this article.
And I knew immediately that I
wanted to design an online
role-playing game course.
Only I had a lot of concerns
because David Wiley's class
was really small.
And it was a graduate
level class.
And my classes would have
a minimum of 50 to 80 to
possibly 150.
And I didn't know if
this would work.
I actually consulted with David
Wiley and talked to him
on the phone for an hour.
And through our conversation,
really came to see that a
multiplayer online role-playing
game would only
work better with
more students.
So that was my first
inspiration.
My other two inspirations are
Dungeons and Dragons and World
of Warcraft.
Dungeons and Dragons as
the inspiration--
I'd like to focus on the version
that is directly based
on Dungeons and Dragons
and World of Warcraft.
That's "Reasoning About Morality
and Values and the
Meaning of Life," is
the full title.
The inspiration--
Dungeons and Dragons is more of
an inspiration than World
of Warcraft for me.
And based on the research that
I've done on the digital
learner, it's not the 3D world
as such that is attracting the
digital learner to games.
It's the social aspects.
It's the social gaming
aspects of it.
And Dungeons and Dragons, very
excellent role model for me to
structure my course on.
So what I've done is I've
already designed
most of this course.
And what's happening is when
students enroll in this
course, by week three of the
course, they will have chosen
a character.
And they will have
chosen what's
called a character class.
This comes directly from
Dungeons and Dragons.
So what are characters?
Characters are things like--
on my list of characters, I
have humans, I have trolls,
I have gnomes.
I have what are called gnoles,
which are humanoid rats.
I have the undead, because
you've got to have an undead
or zombie type character
in there.
And elves.
So quite a list. I've
got 12 characters
they can choose from.
They also choose a
character class.
The character class decides what
can their character do
and not do.
So by week three, the student
will choose that character.
So let's say they
choose a troll.
That's their character.
Then they have to decide what
character class that troll is
going to fall into.
So for instance, is their a
troll going to be a hunter?
Is their troll going to be a
druid, a wizard, a shaman?
That decides whether they're
a healer, whether they're a
protector, whether they
cause damage--
that kind of thing.
So students will pick their
character and character class.
I will then put them into
guilds, which are essentially
learning teams. This course
is a critical thinking
skills-based course.
So they go through the entire
course in guilds.
Six students per guild.
And instead of doing
assignments, students will go
on what are called
learning quests.
Now because this is so radical,
and it's a pilot
project, 50% of their
final mark--
so half of the course only,
which is still a lot--
will be based on 10 learning
quests worth 5% each, or five
experience points.
Instead of marks for 50% of the
course, they're gaining
experience points.
They go through, essentially,
a 10 level game where they
gain experience points.
And those experience points are
based on critical thinking
skills that they've learned.
And they ascend levels.
And they compete against
other guilds for the
most experience points.
There's a local comic book
store in Toronto.
It's quite renowned.
It's called The Silver Snail.
And they've kindly donated
prizes for the guilds that
gain the most experience
points.
So, like an action
figure or a book.
They've also donated a 20 sided
die, even though we
don't use that.
Like a little piece of dice
that's used in Dungeons and
Dragons classically as a symbol
for each student who's
enrolled in the course to have
on their desk to the remind
them of their commitment
to the role-playing.
So Dungeons and Dragons here
is a big model for this
course, a big inspiration.
World of Warcraft is another.
World of Warcraft--
essentially the idea that
they're going through not just
battles, but on different kinds
of learning quests.
But instead a World of Warcraft,
think world of
critical thinking craft.
So that's essentially what
they're learning here.
Take a kind of Warcraft model,
which is similar to Dungeons
and Dragons, except it's a 3D,
fully online, massively
multiplayer online role-playing
game.
My entire course is essentially
a massively
multiplayer online role-playing
game course
modeled on those two.
The other two inspirations
I have--
one is to Choose Your
Own Adventure books.
I read these in the '70s.
I read One-Minute Mysteries,
and I read Choose Your Own
Adventure books.
As a kid, I loved the
fact that I had a
choice about the ending.
And what ending I choose
would change the story.
And in my course, students have
quite a bit of control
over their learning
experience.
I'm going to go into details
about how they can customize
their learning experience
in many ways.
Which really maps onto the way
the digital learner learns and
the values, the norms--
what Don Tapscott talks about
in Grown Up Digital--
all those characteristics and
norms of the digital learner.
So choosing your own adventure--
how is this course
a Choose Your Own Adventure
course?
In several ways.
One way is not only is there you
choose your character, you
choose your character class,
how your guild is going to
resolve the learning quests,
which are problem-based,
skills-based collaborative
learning problems.
And I'll give you an example
of one of them.
So there is a Choose Your
Own Adventure aspect
of course in that.
But also, something that's
almost unheard of in a first
year course.
I have some required readings
that are about the skills
they're learning.
But I also have, working with
the publisher called
Thomson/Nelson, I have three
lists of readings that
students choose from.
They select which reading
they would like to do.
And they theme their interest,
which helps them choose their
adventure also.
And that not only are they
picking many of their own
readings weekly, so students
may not be reading the same
things, they also get to pick
their assignment topics based
on their interest and
how it's themed.
My last inspiration
is my desire to
promote deep learning.
The number one reason I'm
doing all of this is to
promote deep learning-- deep
and durable learning.
So I'm going to take one minute
to tell you about the
two versions.
And then I want to get onto the
innovations and why and
how students can customize their
learning experience and
the role of lecture capture
video streaming in this.
I'm now on the second page
of the handout--
two different versions
of the course.
Just want to introduce
you to them.
The one, "Modes of Reasoning
About Morality and Values and
the Meaning of Life," that is
the one that is based on
Dungeons and Dragons and
World of Warcraft.
But I want to point out--
this is not the only kind
of model for an online
role-playing game
or role-playing
game course at all.
I want to experiment and compare
and contrast and
collect data, which is
what I'll be doing.
I'm keeping a blog also on the
development over the course.
The address is on
this handout.
I only just started the blog.
It's just set up.
No entry even there yet.
But I will be making
entries in there.
The second course is a role
playing game course.
But it's about business ethics
and corporate social
responsibility.
There instead of fantasy
characters, the students take
on the role of stakeholders.
So a student by week three in
that course would be choosing
whether they're going to be
an owner, a director, an
employee, a customer, the
consumer, and so on.
A competitor, an NGO.
And that's a slightly different
way of doing a role
playing game course I
want to point out.
Now, innovations.
Probably one of the biggest
aspects of this course that's
really innovative is allowing
students to customize their
learning experience.
And it's not just for the sake
of providing a customizable
learning experience.
It's rather that giving a
student, giving a digital
learner-- any student--
more control over their learning
experience will
promote deep and durable
learning.
Now how can they customize their
learning experience?
OK.
First of all, there
is a lecture
component to the course.
And there is what's
called guild
meetings in each lecture.
So the class is a normal
class time of two
hours and 50 minutes.
Some of that time is lecture.
And some of that time is what's
called a guild meeting.
It's essentially a workshop
session, or something like a
tutorial, but where they're
in their guilds.
In the in-class session,
it would be like that.
And so the lecture--
students can first of all choose
where, when, and how
they want to view the
course itself.
Like, the lecture.
So they can watch the lecture on
their PC, on their Mac, on
some handheld device
like PlayStation or
something like that.
Also, the very technology, the
Mediasite for video streaming
the lectures themselves,
allows the student to
accommodate what they're
viewing to
their learning style.
So if some students, if English
is a second language
for them, they can slow down
the viewing speed of the
lecture and the listening speed,
and the audio pitch
will still remain clear.
They can speed it up if
they're multitasking.
I do need to say, though,
that social games
involve intense attention.
And the digital learner will do
a lot less multitasking and
have a lot more attention on
what they're doing when
they're in a social game.
But it does allow someone to
speed up the listening speed
and be multitasking and view
that lecture in less time.
And it's not just lecturers.
When the title of this webinar
says using lecture capture,
that's far too narrow a way of
looking at what I'm doing.
I mean, you need to know that
I'm using video streaming for
mentoring messages, for
coaching messages, for
lectures themselves, for welcome
messages from the
authors of the books that they
read, welcome messages from
the teaching assistants.
And all those are made available
as podcasts too.
So in order to promote deep
learning, you have to think
broader than you're just video
streaming a lecture.
You're also video streaming
coaching
and mentoring messages.
You would have to teach the
students how to play the game,
how to succeed at the game, the
skills that they need to
know, and all of that.
So they can customize their
learning experience in those
ways, and the ways that involve
the Choose Your Own
Adventure, and the role-playing
game course
itself in ways that I've
already mentioned.
Something else I want to
mention about this is
promoting deep e-learning and
educating for social change--
innovative factors of a Choose
Your Own Adventure online
role-playing playing
game format.
So the idea behind promoting
deep e-learning--
I've listed the seven
main methods for
promoting deep learning.
And on your handout, I've
given you references.
So you can look up a book by Van
Weigal's book called Deep
Learning for the Digital Age.
If you only read three books
this year that have to do with
teaching with technology, you
need to read Van Weigal's
book, Deep Learning for
the Digital Age.
You need to read Don
Tapscott's book.
And you need to read a book
written by Watkins.
And it's on social media.
And I've got the title
over here.
Did I include--
I didn't--.
You know what?
I don't think I gave you that.
I will make sure that Sean gets
a list of references that
includes all of those
three books.
We'll put it in a link
in the player.
We'll talk about that.
We will.
We'll put it in a link.
So what the game allows me to do
to promote deep learning in
the Choose Your Own Adventure
format is something called
cognitive apprenticeship
learning.
So that is, students get to
learn not just actively and
problem-based, but it's an
apprenticeship style learning.
And that requires modeling--
externalizing cognitive
processes for the students on
my part as the instructor,
modeling cognitive processes,
modeling behavior, coaching,
watching students do what
they're doing in those guilds
and being able to coach them.
So modeling when you're teaching
someone how to do a
skill like tennis, that's when
you tell them, here's how your
feet should be.
Here's how your hands should
hold the racket.
Coaching, you modify,
you watch.
You say, no, you need to move
your hand over here.
You need to be doing that.
Also, scaffolding is a big
part of promoting deep
e-learning, or any
deep learning.
And I use video streaming
for all of this.
So for modeling, I
can actually--
let me give you an example of a
learning quest and then tell
you how I model, coach, and the
scaffolding that would be
around it to promote
deep learning.
Am I OK for time?
Absolutely.
OK.
Let me give you an example of
a learning quest. I've been
teaching this course, "Reasoning
About Morality And
Values," for 10 years.
And I'm constantly trying
to improve it.
And this I think is going to
really solve some of the
teaching tensions that
I have with it.
There's something I'm trying
to teach my students every
year that they have a
hard time grasping.
And it's, what is an
abstract idea?
So I put them through this
exercise where they learn
these nine steps on using
reasoning by cases, and they
can come to understand what
an abstract idea is.
One learning quest that I put
them on is that their guild
has to enlist a group of
peaceful people to help them
with a battle.
Only the catch is that they have
to meet with the king of
the peaceful people in order
get the king to help them
enlist these people to
fight the battle.
The catch is that these
people have no idea of
war in their world.
They have no word war
in their language.
They have no experience
of battles.
They have no idea of what war
means as an abstract idea or
as a practice--
the warness of war.
I use that learning quest, which
is that the guilds have
to find a way to teach the
King what war means as an
abstract idea.
Not this particular battle.
Not this particular war.
But what is the idea of war?
And they have to teach a King
whose people have no idea of
what war is in order
to enlist them.
There is one learning quest.
That's the first one in module
two of the course.
So how would I model that?
I would model that by video
streaming a presentation in
which I talk about how I would
teach someone who has no idea
of chair what chair means
as an abstract idea.
So I would be video streamed
teaching that with slides,
PowerPoint slides,
synchronized.
And I would explain how would
I go about teaching somebody
what chair means.
I would start by bringing them
to a room with three chairs.
And I would show them a desk
chair, a beanbag chair, and a
wheelchair.
And I would say to them, take
a look at this desk chair.
This is a model case of chair.
This is a case in which I would
say, this is a chair.
This is what we mean by
a chair in my world.
And here's why.
And I would pull up the
essential defining
characteristics of a chair.
It lifts you up off the floor.
It supports your back.
Then I would move to a contrary
case, the beanbag
chair, and I would say to
that person, look here.
See this beanbag chair?
We call that a chair, but
it's actually not.
It's more like a pillow.
And I would explain how the
defining characteristics of
that beanbag chair do not make
it a chair, like in that it
doesn't support your back,
and you can feel the
floor through the beans.
And I would show
the wheelchair.
And I would say, here's a
borderline case-- a motorized
wheelchair.
It lifts you up off
the ground.
It supports your back.
But it has a motor and
it actually moves.
So I would be externalizing this
process of going from the
concrete to be abstract
in that video.
That video would then be
available through iTunes as a
podcast. And they could view
this on their PC or Mac as a
Mediasite presentation.
Then, coaching and mentoring.
In the course site, which is
a Moodle site in my case, I
would have what's called a
coaching and mentoring room.
And also, under the weekly
class, there will be
coaching there too.
So I would then have a coaching
presentation where I
would walk them through other
examples and show them how
this might be done with PDFs
with written answers next to
it, before they go on their
learning quest. So they get
coaching and they get modeling
before they go on that
learning quest. Then they have
to figure out how are they
going to do this and go
through the process.
And the scaffolding.
I would say scaffolding,
coaching and mentoring room,
have a technology training
room on the
site, use video streaming.
Not just for lectures, use it
to promote deep learning in
these other ways.
Educating for social change--
I'll very briefly say that.
And then I think I'm going
to have to stop.
Because I know there will be a
lot of questions, and we need
to leave time to talk about
this, and to interact, and to
really discuss this.
And I do want to really enforce
the point that Sean,
that on my handout at the very
top, I have my email address,
I have my faculty website,
I have the blog, which
I've just set up.
There's nothing even
on the blog yet.
But I will be keeping it over
the whole year about this
course and developing
the two versions.
I want you to feel
completely free.
Don't hesitate to email me.
If you would like, I'm also
welcome and open to having--
I consider this open source in
a way, what I'm doing, the
same way David Wiley did.
So if you want to have me talk
with you over the phone even
about some of this, I'm totally
willing to do it.
I'm very excited and want to
learn together through
developing this.
I feel a bit like when this
course begins, I'm going to be
out on a limb.
And it do really, really well.
But it's very risky too.
And we don't have a
lot of examples of
this kind of a thing.
It's very conceptual.
Students are not going
into a 3D world.
They're going into Moodle
with video streaming and
podcasting.
So it's all about their
imagination.
So lasting educating
for social change.
My course design will be
fighting against aggressive
competitiveness, scholarly
isolation, lack of mentoring,
and valuing product
over process.
These are things that absolutely
have to be changed
in higher education.
If we're going to promote deep
learning, if we're going to
build our communities, which is
what we're certainly trying
to do in education--
in Plato's Republic, Plato said,
what we're talking about
is no small matter but
how we ought to live.
That's what I think this
course design is about.
Not just promoting deep
learning, but educating for
social change so that we're
building communities.
I mean, social gaming--
to return to the idea of social
gaming and the Choose
Your Own Adventure format.
Games embody what Katie Salen
and Eric Zimmerman call
culturally transformative
play.
So it's a totally immersive
experience that--
as you know, research
shows that digital
learners love gaming.
It's not for the 3D world.
You will not see your digital
learners in Second Life.
Because they don't
want a 3D world.
They want a social experience.
They want social interaction,
not just a 3D world.
And that makes a Choose Your
Own Adventure role-playing
game the perfect excellent
learning environment.
Some scholars compare this to
playing in a sandbox, being in
a course something like this.
Because the conditions permit
a kind of exploration, a
making of wonderful creations,
discoveries, mistakes.
So you're learning in games,
not by being told,
but rather by doing.
So this is what Kurt Squire,
a game scholar, calls
possibility spaces.
And I'm going to stop there.
And we'll talk about this.
And I will make sure Sean gets a
list of all these references
that I've just said.
And remember, don't hesitate
to contact me.
I'm totally open to this.
Well, that's good
because they're
already contacting you.
OK, good.
So you might want to
ease up on that.
Great presentation.
And I just first want to say to
my mother, I told you that
my Dungeons and Dragons
master level was going
to be useful someday.
I'm just kidding.
I'm going to start off with
gathering some of these
questions into clumps.
Sure.
Pam asked it best. She said,
this is a great presentation.
But what if the students aren't
familiar with gaming?
Right.
Does it work?
If somebody is a geek like me
and they're way into it-- it's
obviously going to reach me.
Yeah.
This is a huge concern.
And I have really thought
this through.
I still have, obviously, less
than a year to work out all
the details.
But my immediate response to
that is I have to build
something into the course.
Even though we're
advertising--
I wanted to run this course
this September.
And the university, we decided
at the last minute that we
wanted to make sure students
knew what they
were getting into.
So they knew that when they
enrolled in this course, they
would be in a role-playing
game kind of setting.
So how would we overcome the
fact that, for sure, there are
going to be--
I don't know how many.
I can't even guess.
But I have to be safe to say
maybe 30%, 40% of the students
might not actually be gamers
or even know what World of
Warcraft is.
So the way I've gone around that
is using video streamed
presentations for starters.
So I have coaching about how
to play the game, like in a
video presentation that's
downloadable podcasts too.
I have a consultant who's 23
years old and an expert on
World of Warcraft who I've
been consulting with--
not just for copyright issues
around Wizards of the Coast
and Blizzard Entertainment,
but also on
how does this work?
How would you play this game?
That 23 year old will actually
be doing a video presentation
that's video streamed right on
the site that students will be
required to watch.
I have marks associated
with doing this.
So there is an orientation
in the first two weeks.
They have to do certain things,
including watching
these videos.
The other thing is, OK, fine.
That still doesn't fully
answer your question.
Because we can teach them
how to play the game.
What if they don't like it?
What if they, even coming into
the course, what if this was
the only section they could get
in, and they don't like an
online role-playing game?
This is what I've only been able
to come up with so far.
But I will probably come
up with more over
the next six months.
But one thing is, for starters,
they can be a human.
That's one of the characters.
They don't have to be a gnome.
They don't have to be a troll.
And I think I'm going to have
to have a couple guilds that
are entirely humans.
If you want to be an orc
or a dwarf, you can.
You can.
All right.
That's enough for me.
Or the undead.
You're welcome to do that.
But for these students who
want to be a part of this
course-- and maybe they're
interested in seeing what this
is like, but they don't want to
be completely immersed in
the role-playing.
They can join a guild that's
just humans, and they can be
human character.
Which is kind of like them going
through it as themselves
in a sense.
But they're still in a
role-playing game.
So that I think would help
address some of that.
I still do expect that there
will be some resistance on the
part of some students.
And this is a whole new thing.
And I'll have to see
how this goes.
But your team is with
you out there.
I mean, it's a great question
that Pam and some asked.
But there's just as many people,
because you talked
about the business
ethics course--
Right, right.
And people in MBA courses- I
mean, simulation if you're
going into nursing, medical
school, law school, business
school, there's so much
simulation, role-playing game
playing, but not based on any
popular modalities out there
like Dungeons and Dragons
or World of Warcraft.
And certainly not the thought
that went into these highly
commercially successful
things.
There's as many people saying
this is really creative, and
can it used in place
of the traditional
ways they're doing?
Back to what people are
saying really quick.
Teresa says, I would like more
information about using social
media to integrate critical
thinking into a nursing
course-- jumping right into
what I just said.
Do you think that these critical
thinking paths could
be used for things beyond
philosophy, ethics, and the
other deep concepts that
you talked about?
Well, absolutely.
Yeah, absolutely.
Can I be totally clear
on the question?
She was wondering if it applies
to nursing or other
types of topic areas.
If you're teaching somebody
something more technical, or
vocational, or--
I actually think, to be honest,
that it would work
even better there.
And I think it would work even
better there because the
skills that I'm teaching
are quite abstract.
Even though they're concrete for
philosophers and applied
for philosophers, they're
still quite abstract.
And this is quite conceptual in
that sense-- the skills I'm
teaching them.
But I could only see it working
better for nursing, or
engineering, or any sort of--
More structured.
--area like that.
It's all going to come down, I
think, to how you design the
learning quests.
And what kinds of characters and
character classes are you
going to have?
And the learning quest,
it's going to come
down to that I think.
So for nursing, instead of
assignments for some part of
that course, they would be
going on these learning
quests, which is essentially
problem-based
collaborative learning.
Now I realize that there is a
discussion and a debate going
on in nursing and in the field
of medicine in general for
teaching, whether that kind of
problem-based learning is the
way to go or whether a
more traditional--
like take for instance
McMaster University.
If you take nursing at McMaster
University in
Hamilton, Ontario, Canada,
you're going to get a very
different experience
than if you take it
a University Toronto.
Because the problem-based
learning model is more like
you're throwing the students
into doing.
And the more traditional model
is that you teach them a whole
lot of theory and that
kind of thing first.
So I can only see it
working better.
Because I don't have a
background in nursing, I can't
tell you what those learning
quests would be like.
But that's where the challenge
would be-- to create learning
quests that meet the
six conditions for
promoting deep learning.
So you'd have to have coaching,
mentoring, modeling,
reflection, exploring.
If you can get all of that into
that learning quest--
and I would make the learning
quest as concrete as possible.
And by that I mean,
my learning quests
have kings in them.
They have swords.
They have things that
have to be resolved.
So in the case of nursing,
you would have to
have people with names.
And you need to create
a world, essentially.
Now that world--
I can only guess.
I may be wrong, but
I can only guess.
In nursing, that world would be
not a fantasy world, but a
clinical world likely, where
your learning quests would be
very different.
But you could still gain
experience points.
You could still play guilds
against guilds without it
being aggressively
competitive.
That dovetails to a
question from my
friend, Professor Jones.
She said, I love the idea
and the presentation.
We have been role-playing
for over 10 years in our
professional--
it's a business program,
a sales program.
Curious as to the interface
for the actual execution.
How does a guild go through
slash execute a quest?
Are they writing a paper?
Are they doing a presentation,
et cetera?
And two, did you write a
software program or automated
decision tree for the Choose
Your Own Adventure piece?
No.
Those are concrete questions.
Yeah, OK.
People are asking similar
ones of that.
Yeah, OK.
Can you just repeat the
first one again?
Sorry.
Yes.
What is the interface for
the actual execution?
How does a guild go through
and execute a quest?
Are they writing a
paper, doing a
presentation, et cetera?
OK.
It's going to vary, depending on
what that learning quest is
and what the skill is.
Mine is basically just
in a Moodle site.
So that's kind of limited.
But based on the research that
I've done-- and there's one
book in particular.
There's one chapter in this book
that you probably need to
read that's all about
social gaming.
But in there, that chapter talks
about the important role
of voice-over internet or
voice-over, basically.
I haven't done this yet.
But I'm guessing that in order
for this to really work, that
there has to be a way for
students to meet online, see
each other's faces, even if
that face is just not a
picture of them but
something else.
And they have to be able
to talk over that.
I'm going to be using
VoiceThread.
Because there are some faculty
members who I've seen present
on this, and it seems
to be quite easy.
And it allows you to have a
document about the learning
quest that, for my course,
would have a picture of a
character on it, like the
king, for instance.
It would have the flow
of the learning
quest, what's involved.
The lore--
because there has to be the lore
or the story behind the
history and what's
going on there.
That kind of technology--
the voicethread.com, you
can look at it--
allows you to have that in the
middle and for people to be
talking in real time.
Some course sites will allow
you this do too, to talk in
real time that way.
And you want to be
able to interact.
And depending on the learning
quest, you may also want to
have students create something
else, like a wiki or something
like that, where they have to
draw on other terms. So for
instance, let's say your quest
involved somehow the idea of
corporate social
responsibility.
You could have that quest in
stages, where it involved
having to solve a problem.
But in order to solve that
problem, you have to create a
wiki on the idea of corporate
social responsibility.
You know, that kind of thing.
So if I may, this is like with
the approach that brought you
to us so many years ago.
If I'm in this quest, if I'm in
this class that's going to
work this way, as usual,
the base of it
will be a Moodle page.
Right.
Your Moodle, period-- a site.
Not Second Life.
I won't have to put on the 3D
goggles and get in there.
It's conceptual.
Right.
A rich media site with lots of
video stream presentations.
It'll have some Mediasite
on it.
It will have some VoiceThread
on it.
It'll have some Prezi.
It'll have--
Prezi, yeah.
But you're talking about
constructing a base site--
things that everybody
watching this can do
based on these concepts.
And you don't have to go all the
way to Harry Potter 3D to
get this effect.
Yeah.
And what's really cool is--
I actually just read an article
yesterday published in
2009 that talked about
this very thing.
It compared Facebook users to
social gamers, and what does
the digital learner
really want?
Really, it's not about
entering a 3D world.
I would think in my demographic,
oh, it must be
because World of Warcraft is so
compelling because of its
images and its music
and all of that.
That's not really what
it's about really
for the digital learner.
That's a bonus.
And it's fun and all that.
The essence--
The essence is really about
social interaction.
And it's the social dimension
on different levels.
Like, whether it's with their
friends or it's with people
they don't know, they're
getting to know.
They're teaming up.
Yeah.
And there are articles that
show or that are trying to
argue that social gaming does
actually enable and teach
leadership skills, and social
skills, community building--
that sort of thing.
Now, we need a lot more years of
research to actually figure
out whether that will carry into
our communities or not.
That part is still
speculative.
But there do seem to be good
reasons for believing that you
do learn leadership skills
and community
building in social gaming.
I've never had this many
questions all at once.
And each one of these--
sometimes the questions
are more tactical.
And you know, what cameras
did you use?
Each one is an essay.
To use our time well, I'm going
to take some short ones
and hit them.
This is the lightning round.
And you've promised
to help us with
everyone's questions later.
One person asked--
this one will be short.
One person asked, would you say
from your experience that
men engage more easily
in these kind
of cognitive processes?
This is Karin asking you
a very good question.
You've really focused
on these things.
Cognitive processes
or social gaming?
The gaming.
The social gaming.
Absolutely.
And I just read this
yesterday.
Right in that bag over there,
I have the book.
It cam out in 2009.
And in there, there are several
studies that clearly
show that young men between the
ages of, I believe it was
18 and 34, are the number
one social gamers.
Like over all other demographics
and over women.
So do you fear in Karin's good
question that this would give
them an advantage
in this course?
Oh, do I fear it would give
them an advantage?
I picked a simple,
quick question.
I mean, I can't really change
the fact that men between the
ages of 18 and 34 are really
primarily using social gaming
the most. I can't do anything
about that.
I think the fact that my course
promotes deep and
durable learning for everyone
and gives people
opportunities, whether they're
that age or not--
because 10% of my class will
be over 30, 40, and 50.
So there's that issue.
And there will be as many
women as there are men.
So I can't really--
Well, I like the way
you designed it--
It's tough for me to answer
that except to say that I
designed the whole thing to
promote deep learning, to
provide a customizable learning
experience, to go
beyond what's possible in the
conventional classroom, and to
educate for social change.
So are they going to
have an advantage?
Well, yeah, you're
probably right.
They are going to have a slight
advantage in the sense
that they're going to be more
familiar maybe with games like
Dungeons and Dragons and
World of Warcraft.
Well, I think that the way
you've set it up looks very
good to democratize that,
emphasizing all
the important aspects.
Another question that matches a
lot of questions are, do you
think this could be used in
a workplace environment?
So a lot of our viewers are
actually from corporations,
not from the institutions.
And some people think that this
could be a good way to
put together a training
course inside work.
Yeah, absolutely.
Of course.
Of course it would work just
as well in that kind of a
workplace setting.
Again, it's going to come down
to I think probably the
learning quests, your
characters,
your character classes.
You have to have a lore.
So it's called a lore in
Dungeons and Dragons, which is
a history to the world.
For the game, you have
to have a story.
So I really believe that
probably just about anyone
would find it far more engaging
and would learn at a
much deeper level if they
were playing a game.
And if there was a question.
And there's a quest. And you're
gaining experience points.
If there's maybe a little
bit of competition, like
there is in a game.
Just think about the playing
in the sandbox thing.
If you could get people to
explore, to feel more
comfortable making mistakes
through trial and error in the
workplace, that can only help.
Because that's only going to
help people not only learn
better, but do what they need to
do better and to let go of
aggressive competitiveness.
They're not going to feel as
isolated in the workplace when
they're playing a game with
their other coworkers.
Peter asks a good question.
He asked, how many people
participate in the development
of this course?
And do you have any estimates on
the cost of development of
this course?
Was it all you?
Is it a team?
What should they expect if
they want to do this?
The cost this is actually
really low.
Really, really low.
Because there's no software
being developed--
all of that.
So basically, it's just having
your learning platform,
whichever one you decide to use,
whether it's Moodle, or
WebCT, or a blog.
David Wiley used to blog.
That's it.
And he ran a course that was
a role-playing game course.
So costs are low.
I came up really
with this idea.
You saw what my inspirations
were.
I'm pretty much developing
it mostly on my own.
But also, there's a lot
of collaboration in
order to make it happen.
We have the Mediasite box.
We have the people who will
convert it into podcasting.
But none of that ends up being
really all that expensive.
So for instance, I'm going to
have much in class lectures
Mediasite taped while
I'm teaching them.
Then there's just one person who
watches that camera, who's
a work study student actually.
And then on top of that, we have
one person who converts
them to podcasts.
And it's a lot of work on my
part as an instructor.
So for a first run, that
will be a lot of work.
Second run, not so much so.
But as you can imagine, the
learning curve for the first
run is probably going to be a
lot of work for me the first
time that it runs.
Not the second or third time.
So it's low cost. It's low cost.
The ideas itself and
most of the developing, like the
website, the course site,
and all of that, I'll
be doing myself.
But there are a small
team of people--
And sharing.
You'll be sharing
your results.
I'll be sharing.
Yeah, I'll be blogging
the whole time.
And I'm totally welcome to--
I like feedback and
all of that too.
And I'll be keeping track
of challenges.
And I made a little
list of some
challenges on my handout--
On page two of your handout.
--on page two.
So, like, creating learning
quests that are clear and easy
to use that address
a digital learner.
The one question
that came up--
students who don't really
want to play the game.
Question of Facebook.
Should students be allowed
to switch characters?
Facilitating the guilds is going
to be a lot of work.
So that faculty member would
have to be committed.
And you might have to have a
TA, if the class is large
enough, to help you with that.
And the other is support from
Wizards of the Coast and
Blizzard Entertainment.
Even though I'm not violating
copyright in any way, I've
already gone through the
copyright clearance center of
my university and
discussed this.
This is sort of open domain--
in fantasy, literature, elves,
gnoles, trolls, all that.
It's important to still
get the buy-in.
I'm working on that right now.
And I'll be blogging about what
kind of a response I get
from Blizzard and how things
work with Wizards of the
Coast. Dungeons and Dragons
does have an open source
gaming license, but not so
with World of Warcraft.
That's a perfect place to end.
Everything that Diane
referenced, different links or
things like that, we will build
up even more in the
links area underneath our video
right now for you to
look at later on.
I would like to thank
all of you.
Sorry we couldn't get to
all of your questions.
But we'll pass it
along to Diane.
And she's given her contact
information to you as well.
You could do another whole
webinar based just on some of
the fantastic questions that
these people asked that I
couldn't get to.
Well, talk to me on
the blog too.
It only just got set up, but
we can talk that way and
through email, definitely.
I'd like to thank you so much
for putting together such a
great topic and sharing
your research so
freely with the audience.
And I'd like to thank all of you
out there once again for
joining us.
We will see the next time.