The concept of “Life as a Game” is certainly not a new one, when I was a kid, the game of Life was my favorite board game of all time. I still remember the thrill of filling up my little car with boy and girl babies I imagined I’d have at some point in the far off future, or the crushing defeat of bankruptcy, a term I didn’t really understand, but in that context basically meant “Game Over.” Spin the dial – what does the game of Life bring you next?
And it’s not as if I’m not a big fan of video and online games – I cut my teeth on the Atari 2600/5200, hand drew maps in colored pencil to find Princess Zelda, played Ultima on a Commodore 64, still have an account on the Medievia MUD that goes back to 1994, have an 80 level holy spec priest on WoW (they nerfed holy spec, don’t get me started), and most recently celebrated the completion of my horse stable on Farmville.
I grew up on games – the first generation to grow up playing video games – I was a “Girl Gamer” back when we were a pretty rare breed and I’m still playing now that “gaming” in its various forms is so common that the Pew Research Center reports that, “Game playing is ubiquitous among Americans teenagers. Fully 99% of boys and 94% of girls report playing video games.” They also report, “More than half – 53% – of all American adults play video games of some kind.”
We are increasingly (already?) a nation of gamers.
And yet, despite the fact that virtually all young people game, and over half the adults in the US game, there still appears to be a very finite line between “gaming” and .. everything else. We still delineate “real life” (RL) as separate from game spaces – even when the space isn’t actually a game space, as in Second Life. The skepticism and often openly hostile reaction of scorn/pity that Second Life residents get from non-SL peeps is almost remarkable considering that the very people delivering that heaping dish of disdain turn right around and log in to WoW or EVE or Farmville.
Just yesterday, in a debate about a topic wholly unrelated to gaming, someone I was arguing with bolstered his point with the concluding line:
“I think of you as less of a person for using Second Life, and for no other reason.”
Now, to be fair, we were engaged in a sort of theatrical debate where the low blow is not only acceptable but expected, and it was all said in good fun and humor, but.. like with many kinds of humor, it was funny because it had the faint ring of truth. Many people actually DO think less of me as a person for using Second Life, just as a decade ago they thought less of me as a person for playing EverQuest, just as a decade before that they thought I was not only insane but maybe dangerously insane for talking to strangers on the internet through those weird BBSs and MUDs full of D&D playing soon-to-be-axe-murderers.
Ahhhh how times have changed. The internet, she vindicated me. And ahhh how times of changed, now half the adults in the US play WoW or some other game and it’s not so crazy anymore. Alas, I’m still waiting for virtual worlds to vindicate me, but having gone through this combo-pity-scorn routine a few times, I’m not shaken by the current state of attitudes about virtual worlds, augmented reality (why would you want to look at DATA on top of the REAL WORLD on your PHONE, what’s wrong with you?!), or most of the other technologies I use that cause people to look at me askance and with wary eyes. (Twitter???? Whaaa???)
What DOES cause me great concern, however, is that these Ludic Luddites have no clue about what’s coming.
Barry Joseph delivers the SLEDcc 2008 keynote address.
His keynote talk, Living La Vida Ludic: Why Second Life Can’t Tip, is worth watching, and it’s one of those talks that sticks in your mind like a burr, at the time it didn’t quite penetrate (I was one of the conference organizers, so my brain was on 50,000 other things) but it stuck with me, and in the years since, the message he delivered only resonates more strongly with time.
Loosely translated, it’s about living a playful life. It’s about combining the adventurousness, fun, openness, exploration, and all of the other joyful aspects of our game play into our “real life”. The central thesis of his keynote was that virtual worlds and other platforms like Second Life can’t and won’t tip, until the broader culture of “living la vida ludic” tips. One must come before the other, and back in 2008, he made it clear that the title of his talk could be taken in two ways – first, that virtual worlds like Second Life would NEVER tip – or that something was holding Second Life back from tipping into the mainstream. He left the question about which interpretation was right for the audience to decide, but I thought then as I do now that the answer was the latter. There are forces at work holding back virtual worlds, Second Life, AND the ability for us to live a ludic life as openly and as joyously as we wish we could.
Those who don’t understand not only feel scorn and pity, they feel fear.
Yes Virginia, NASA scientists say the earthquake in Chile may actually have knocked the earth's axis. It's not just your perception, the world has actually shifted.
As I said to a good friend of mine the other day, I’m struggling with this.. feeling I have, that all of the meta-narrative that stood at the very foundation of my understanding of the world – how the world works, where it’s going, where I fit into it, what I’m supposed to be doing – the meta-narrative from my childhood seems to not make much sense anymore.
The world seems off kilter. It’s changing so quickly, I don’t know anyone who feels like they can keep up with the pace of change. And so many major systems that underpin our society and culture appear to be, frankly, broken. On the rocks. Our government. Our banking and finance system. Our ecosystems. Our healthcare system. Our system of education. None of these systems and institutions appear to be meeting the needs of our society as we experience it TODAY. They all seem to be failing us.
Why? It’s a no brainer, of course, and not an original thought at all. It’s simple – the systems and institutions built to address the needs of a pre-digital-society don’t work to address the needs of a society that can get, transmit, and transform information as quickly as we can today.
And boy is that causing a lot of fear.
I feel it, don’t you?
Fortunately, the nation’s best teachers have some advice
(well, mostly the nation’s best male teachers, but that topic is for another post)
Chris Lehman at TEDxNYED explaining that changing education necessarily means changing the world. Photo credit WayneKLin.
Perhaps most importantly, the subtext of the conference was that the issues teachers and educators are facing aren’t just confined to the “educational system” – as if it’s some discrete thing disconnected from the society and culture at large – and indeed, as George Siemens said, considering that society dumps every ill and issue at the doorstep of education to solve, it’s amazing the system functions as well as it does. But take out the word “education” from these TEDxNYED Talks, and they are talking about what society at large needs to do to adapt to our changing circumstances. (The videos aren’t up yet, but they’ll be available on YouTube soon.)
At least for the purposes of this post, I think the first important piece of advice came from Michael Wesch. Which is simply this:
When a game changing technology enters a society or culture, you don’t have the option to opt-out. It changes everything.
All those Ludic Luddites, who fear the technology, avoid the technology, feel that the current systems of getting things done would work just fine if only they could better regulate, standardize, and enforce them, are just plain wrong. The world has shifted and there’s no turning back now.
What does this have to do with gaming?
Slide from Dan Meyers' talk at TEDxNYED - quests anyone? Photo credit kjarrett.
Well, I’m getting round to that.
As I watched these presentations and suggestions from teachers about ways to improve (society) education, I couldn’t help but see game elements – and the ludic life – infused throughout their talks.
When Dan Meyer talked about changing math curriculum to stop asking kids to give the answers, but instead help them figure out what the important questions are, itlooked like creating good game quests to me.
When Lessig and Jenkins talked about mashup culture and how destructive it is to limit the creativity unleashed when you put tools in the hands of individuals, it reminded me an awful lot of how content gets created in virtual worlds like Second Life and OpenSim.
George Siemens at TEDxNYED. Image credit WayneKLin.
The solutions we need to address societies biggest problems – (global) warming, population growth, poverty – will be found through serendipity, through chaotic connections, through unexpected connections. Complex networks with mesh-like cross-disciplinary interactions provide the needed cognitive capacity to address these problems.
Sounds like the serendipitous, chaotic, and unexpected connections you form in WoW, or EVE, or any other game world, and “mesh-like cross-disciplinary interactions” is just fancy talk for good class balance. Can’t have too many tanks and not enough healers or the whole thing comes crashing down.
Ok. And one more, also from George:
The big battles of history around democracy, individual rights, fairness, and equality are now being fought in the digital world. Technology is philosophy. Technology is ideology. The choices programmers make in software, or legislators make in copyright, give boundaries to permissible connection.
This is, of course, the perennial battle between the game players and the game gods. Except wait, what? The whole story of the birth of the US is all about us being our own game gods. Hm.
In any case, the point here is, I think the Ludic Life is starting to tip.
We haven’t hit it just quite yet, but the elements of game play that Barry talked about in 2008 are starting to show up in the oddest of places. The World Bank is funding an Alternative/Augmented Reality Game called EVOKE that has thousands of people, from school kids to adults, and from all over the world, playing a “game” that promises to teach us how to address major global issues and respond to global crisis. Oh, and you might win scholarships, grants, or seed funding from the World Bank if you have a good idea. Put that on your resume!
While Facebook and other social networks like Twitter have been the talk of the town, a recent NPR story cited research showing that more people play Farmville than use Twitter. And it isn’t your kid playing, it’s your mom. The average Farmville player is a 43 year old woman, and there are 80 million people playing. 80 MILLION.
So, what’s bad about that? Isn’t this a GOOD thing?
Well, yes and no.
Many thanks to my good friend and neighbor in Chilbo, Roland Legrand (SL: Olando7 Decosta), for the post on his Mixed Realities blog that brought the video below to my attention. Check this out:
What happens when game devs (working for corporations?) become our primary social engineers instead of the nominally elected politicians?
Naturally, I’m interested in the ways that game mechanics, game culture, game concepts, and game design filter out and influence RL. And though I work in higher education, my undergrad degree is in Political Science and my not-so-secret passion is sort of the nexus where the emerging metaverse and game culture is changing “real life” society and culture, which of course includes education but goes beyond edu, too.
I know I’m not the first guild master to think that herding this bunch of cats is way more complicated than many RL jobs, or to realize the skills I learned adventuring with my guildies often had applicability to real life situations. I’d like to think I learned something about teamwork, diplomacy, compromise, and all sorts of organizational, strategic, tactical, and political skills through my journeys in worlds that only exist in bits and bytes.
Generally speaking, my career, my work, this blog, everything I’ve been doing for the last 10 years is about bringing this technology to people who don’t have it/know about it/use it yet.
But watching that video gives me the willies.
First, because I don’t think it is as far off in time as some think it might be. Second, because I don’t think it’s that far fetched in terms of what could actually come to pass. And third, because I’ve been a lowly peon player in the game god universes/metaverses for a really really long time. On an old BBS I’m still using, I’m one of the “moderators”. And you know what we say? This ain’t a democracy. Don’t like our rules, don’t play.
Furthermore, my post the other day about Stickybits demonstrates just how quickly the barriers to privacy are falling. I posted that barcode just to figure out how the service worked, and before I knew it, I was collecting the home addresses of my blog readers without even realizing what I’d done.
Want me to know your home address? Go ahead, download the app to your smartphone and scan that barcode. I’ll get an email within a minute or so letting me know you scanned it, and where you were on the planet when you did, right down to the address and a lovely Google Map pinpointing your exact geo-location.
And I guess I should award you 5 points if you scan it. Redeemable for.. I don’t know what yet. An hour long private tour of Second Life, I guess.
And now I’ve broken the #1 rule of the 140 character metaverse, which is to make a really really long post and get to the end and not have any answers.
I don’t know exactly what train we’re on here, but the train seems to be moving ever faster and faster. And I worry more and more about who’s driving the train, and I have a sort of sick feeling that about half of the passengers have no clue that they are even on THIS train – I think they think they’re on a different train entirely, and that they’re driving it. But they aren’t.
I dunno.
As much as I love gaming, and I do love it, I’m not so sure I want Crest giving me points for brushing my teeth. I think I’ll have to come back to this.
Thanks for reading if you made it this far, and if you have any thoughts, I’m all ears.
Chilbo folks testing out the new Shareable Media option in SL Viewer 2.0
[If you didn't see Second Life Viewer 2.0 Beta - Quick Primer Pt 1 - you may want to check it out. It has a collection of videos, slides, links, and other information about downloading and using the new viewer for the first time.]
Hi folks, still jotting down some notes for myself to go back and review when the SLPro! conference is over. The last couple of days have been very exciting and a little overwhelming – not only has the conference had some really great sessions, but the conference itself combined with experiencing the world in a whole new interface has been fun, challenging, and a bit exhausting. ;)
So here are my notes to go back and pore over when I get a minute to catch my breath:
A Few Bits I’ve Discovered (or more likely someone taught me)
- V2 IM popups annoying? open panel_instand_message.xml (skins\default\xui\en) & replace text with this one http://pastebin.com/7eZhHR82
- Av not rezzing in V2? Re-wear your outfit in the “My Appearance” sidebar tab.
From the Lindens, Changes Coming Soon
- Changes coming to search in the next few weeks, google standard HTML searches not internal SL searches, be patient.
– Object Inspect will be coming back to right click on objects menu, just didn’t make it into this beta release.
– Shareable media fix coming soon – volume control on embedded media, so like controlling volume on a youtube vid on a prim.
- According to Q, search fixes are imminent (next couple weeks) and that includes events and classifieds.
Scoble’s Interview with Mark Kingdon (SL: M Linden)
Excerpts from Claudia Linden’s Email to SLED
Announcing Second Life Viewer 2 Beta and Shared Media
Today, we’re excited to announce the launch of Viewer 2 Beta, the next generation of Second Life viewers — combining an easy browser-like experience with shared media capabilities — providing what we believe is the best experience yet for accessing Second Life, and a new option to choose from among Viewer 1.23 and other Third Party Viewers. Our Viewer 2 blog post is here: https://blogs.secondlife.com/community/features/blog/2010/02/23/second-life-viewer-2-beta-now-available
Shared Media™, a standard capability in Viewer 2, makes sharing standard Web-based media and content in Second Life easy, and enables content creators to make more compelling, interactive experiences. Content creators can now place Web pages, video, Flash content, and other web media, onto any surface in Second Life. We expect that Shared Media will inspire a creative renaissance in Second Life as Residents explore more immersive and integrated inworld experiences and business opportunities such as gaming or theaters.
We Look Forward to Your Feedback
We need to hear from you! Participate in the Viewer 2 Forum (https://blogs.secondlife.com/community/forums/v2) and share your experience and suggest future enhancements. Then, go tell your friends! If you Twitter, then use the #SLViewer2 hash tag.
Robert Scoble, the guy with one of the loudest voices on the internet, just posted about Second Life and an upcoming announcement that he suggests might breathe some life back into the platform.
Considering I’ve been working there pretty much full time the last few years, I didn’t know it was dead.
OK that’s not fair, the hype cycle of 2007-08 came and went and it’s had a palpable effect to be sure, but those kinds of posts always make me vaguely defensive even though I have my own criticisms of the platform and the company running it.
I started to write a response in his comments, but I lost my text twice (I think it’s Chrome’s fault) so finally I said heck with it, I’ll put it here instead:
Whatever the failings of the platform or LL’s specific implementation of it, they were hugely successful at introducing the concept of a non-game-based virtual world to millions of people, and most importantly IMO, a world created by the users rather than the company. User generated content and crowd-sourcing is practically passe now, but back in the day, those were still very untried, untested concepts. The idea that an immersive 3D space could be populated with content using the same community/random user model as Wikipedia was definitely not a given. That it succeeded at all in Second Life still seems miraculous to me, especially given the technical skill required and the dreadful interface.
As it stands now, Linden Lab’s biggest advantages are 1) that enough of us who saw the potential in those early years have managed to stick it out and continued to populate the world with experiments, interesting use cases, and compelling content, and 2) they got a very lucky reprieve, just when things started to not just plateau but decrease, the economic crisis dried up a lot of funding for potential competitors. Anyone professionally interested in the future of the metaverse has little choice at the moment BUT Second Life (or its cousin OpenSim).
Hopefully it will give them enough time to fix what’s broken, especially with the interface and new user experience, but just as importantly with the scalability issues and lack of APIs that have hindered integration with other platforms and enterprise data systems – it’s the latter holding back increased institutional adoption more than the former.
Either way, whether Second Life as a platform (or Linden Lab as a company) endures through the ages is less interesting to me than seeing where the concept of the metaverse goes from here. I still think robust competition from some wholly different conception of a virtual world will be the best medicine for Linden Lab, but I worry that they’ve got such a corner on the still relatively small market that currently exists that it’s actually stifling innovation in other directions. It wouldn’t be so troubling if I saw more evidence that they could continue to innovate, but the Second Life we use today is not _markedly_ different than the Second Life I logged into in 2003.
Perhaps whatever they’re going to announce will prove that statement wrong, but if my long experience in Second Life has taught me anything, it’s not to get my hopes up too high.
Having said all that, I still give them all due credit for what they’ve accomplished, and for what they’ve made possible for people who have had the patience and foresight to understand that this is still very, very early days for the metaverse indeed.
Scoble promises an announcement tomorrow at Building43, I plan to tune in and see what’s got him so excited.
Be sure to set up your Tivo/DVR to record the PBS premier of digital_nation: life on the virtual frontier this Tuesday, 2/2 at 9PM EST. Besides knowing some of the people in the show, I’ve been watching the submissions and postings on their website for a good while and I think it’s going to be interesting. I couldn’t get the nerve to submit a video myself, but I look forward to seeing other Second Life residents in the mix!
This week seemed impossibly full of interesting, with not enough time to process. Wait, who am I kidding, I never feel there’s enough time to process, but this week more so than usual. So a quick roundup to remind myself to keep thinking about these things:
EDUCAUSE 2009
I made a vow last year to reduce my conference travel. It seemed prudent to cut back on expenses in this tough budget climate, but more than that, all the conferences began to run together in my mind, all the sessions sounding the same, the airports and hotel rooms one big blur. From time to time I’ve felt sad to miss seeing good netfriends, at SLCC09 especially, but it also felt good to take a step back and not be so darned harried. Until this past week, when so many people I admire gathered at EDUCAUSE 2009, and for the first time I felt a tinge of real regret. Because it sounds like maybe this year’s EDUCAUSE breathed a bit of fresh air into the room.
Fortunately, I was able to follow at least some of what was happening through the ever fascinating tweets of EDUCAUSE attendees, and the conference organizers (bless them) streamed many sessions on the web, so those of us who couldn’t attend don’t get too terribly left behind. I haven’t watched all the sessions, but two in particular that I want to keep thinking about:
Point/Counterpoint: Disrespectful and Time-Wasting, or Engaged and Transformative
The Mile High Twitter Debate (Gardner Campbell and Bruce Maas)
I first met Gardner Campbell (@gardnercambell) through an NMC Summer Conference several years ago (another conference I was sad to miss this year) and I’ve been a faithful reader of his blog Gardner Writes ever since. His passion for teaching, and for exploring the use of technology in teaching in meaningful ways, has been illuminating. He’s the kind of faculty member I want to learn from and collaborate with, and he’s always been unbelievably approachable for such a rock star. So when I heard he was taking the pro-Twitter position in a Point/Counterpoint session, it seemed like a must-see and I wasn’t disappointed.
From now on, when administrators and faculty ask me what the point of Twitter is, I’m not even going to discuss it, I’ll just send them a link to this video. If they aren’t convinced after that, there’s no hope.
Thanks to Gardner and Bruce Mass for a great debate and a terrific resource we can share with others.
It’s About Time: Getting Our Values Around Copyright Right
(Lawrence Lessig)
The other “must-watch” video from the conference is really a must-watch for more than just educators. Netizens everywhere need to be thinking about this issue, especially in light of the ACTA treaty negotiations that were leaked this week (see the Electronic Freedom Foundation’s take, ReadWriteWeb, Wired, and more – universal sentiment is “BAD – VERY BAD”). I’m beyond outraged about ACTA and hope to make a separate post on that topic soon.
In any case, Lessig delivered a powerful talk about copyright that I hope you’ll take the time to review. You won’t be sorry you did.
On Copyright, Intellectual Property Rights, & the Rule of Law in Virtual Worlds
These issues, of copyright and intellectual property, are not abstract for many Second Life users. Indeed, I often imagine that these Second Life content creators (the ones who make the virtual clothes, hair, buildings, cars, etc. that you can buy in Second Life or on the web) are likely some of the very people who downloaded pirated music, software, or movies without a second thought in earlier times, but now the tables are turned after experiencing what it is like to create something from your own imagination, market it, sell it, and have it stolen out from under them. (Reminder to self, experience is truly the best teacher. )
The article finds – unsurprisingly – that virtual worlds now lack many of the elements of the rule of law. Which aspects fail is more surprising, however. Provider agreements and computer software, the sources of regulation that are most often criticized as “anti-user,” provide the best theoretical hope for achieving the rule of law, even if they currently fail in practice. On the contrary, widely proposed “reforms,” such as community norms, self-regulation, and importation of real-world law face both theoretical and practical barriers to implementation of the rule of law in virtual worlds.
What are we to make of all this copyright/IP mess? I dunno. I don’t have any easy answers either.
But I have long argued that one of the greatest benefits of being involved in virtual worlds like Second Life is that you get to see some of the great issues of our time being played out in another context, a different context than the “real world” – a smaller context – and that this gives us a new perspective with which to view what’s happening in the “real world”. It’s so difficult for me to articulate this thought, I wish I could do a better job of it, but it’s the primary reason I feel like educators – no – academics and intellectuals of all stripes – should be involved in what’s happening in virtual worlds. This copyright issue is just one of many examples, it’s fascinating to see how it plays out in the context of a conversation at EDUCAUSE versus the context and conversations of Second Life.
On one hand, we hear Lessig imploring educators and edtech IT folks to find ways to honor the rights of content creators in ways that do not turn our kids into terrorists. He says, and I agree, that the creativity unleashed by mashups in the digital age cannot be stopped. We hear Lessig warning us that by forcing people to live a a life outside the law, we undermine the very rule of law that democracy requires. He urges us to help find a third way, a middle road between copyright extremists on both ends of the spectrum.
In another context, in the microcosm of virtual worlds and Second Life, we hear that the rule of law has yet to even emerge, all while we watch from the sidelines as real life courts are asked to adjudicate a potentially precedent-setting case about virtual content theft. We hear some virtual world content creators arguing they must have the right to back up their work, to port their work, the products and artifacts of their creativity, into whatever medium they desire, whatever grid they happen to be on. Other content creators are arguing that so long as the tools to make this backup/portability possible can also be used to steal THEIR content and creativity, these tools should NOT be available. Even though they already are. And, I think they are here to stay, no matter how much Linden Lab tries to enforce some kind of 3rd party registration for viewers.
Much to think about. And I wonder, what would the content creators who staged the 48 hour “create nothing” protest say to Lessig’s point?
I’ve run out of time to finish this post, and didn’t even get to the other big stories of the week. I’ll add some links to remind myself, because they all play into this conversation even if I can’t synthesize it all at the moment:
Dusan talks about the Lab being at war with itself, and humanity at war with ourselves, and with technology – what? I want to respond to this, I want to argue some of us ARE stopping to think about it – obsessively thinking about it even - but it’s just all happening so damned fast (see this post, I can’t even get a few hours to properly synthesize):
But there’s a Masonic feeling to the whole thing: we’re not just individual actors contributing to the common good, we’re individual actors contributing to the evolution of digital spaces that have no governing body, and we’re hoping that in so doing our collective contributions will lead to a common good, without always stopping to have much of a conversation about it, although we start to get worried if it happens all over again: if Google actually turns out to BE the next Microsoft, although it’s typically only the big, easy-to-spot targets that we worry about – the rest of it is too granular, too innocuous, the metadata is invisible to us, it’s all held in those windowless rooms.
A fellow from the team writing recommendations for the National Education Technology Plan comes to Second Life for feedback – did he get anything useful from the process? I greatly appreciated the effort of the ISTE organizers and all the speakers, and that he made the effort to reach out to cutting edge educators, but I found the process chaotic, frustrating, and unsure what the take-away was.
I’ll have to stop here. Too much to process this week.
Just catching up on the start of Connectivism & Connective Knowledge 2009 – a Massively Open Online Course (MOOC) being offered by George Siemens and Stephen Downes from the University of Manitoba. (Search this blog for CCK08 to see posts from last year’s class.)
This year I am making a conscious effort to not feel pressured to participate in the synchronous components of the course. If I can attend the synchronous meetings on the web or in Second Life, I will, but I want to experiment with taking full advantage of the flexibility of this kind of course format – can I get as much out of the class, and the connections with other course participants, in a mostly asynchronous way? I think so!
This will be in contrast to the Second Life cohort I facilitated last year, we met weekly in Second Life to discuss the course readings and the mechanics of taking a MOOC, which was a new experience for most of us last year. This year, Sharon Collingwood (SL: Ellie Brewster) from Ohio State University has taken over the SL Cohort, and she’s posted details on the course Moodle:
SECOND LIFE COHORT for CONNECTIVISM & CONNECTIVE KNOWLEDGE 2009
PRELIMINARY GET-TOGETHER & ORIENTATION SESSION, Sunday Sept 20
at 4pm Eastern U.S. time (1 pm Second Life time, as read at the top right-hand corner of the Second Life screen) This is bound to be inconvenient for some people, we’ll talk about meeting times then.
To get to the meeting, sign up for the Second Life group “Connectivism and Connective Knowledge”
- search menu, “groups” tab, find Connectivism & Connective Knowledge
- follow link, find group profile, click “join”
- be sure group is activated (>>edit >>groups)
- read previous messages (>>info >>notices)
Become my friend
>>>search menu >>people >>Ellie Brewster >>add friend
(Feel free to friend me in Second Life, too, my name there is Fleep Tuque of course.)
The introductory videos by George and Stephen are good starting points if you’re not sure what the course is, how it works, or what Connectivism is, and I’d highly encourage you to participate if you have any interest in education, learning theories, how technology is changing how we learn, or how large open distributed courses can be delivered on the web – it’s free after all and fun too!
George and Stephen are offering the course again this year, and just like last year, it is completely free and open access to any and all who want to participate. Here’s a brief course description blurb:
Connectivism and Connective Knowledge is a twelve week course that will explore the concepts of connectivism and connective knowledge and explore their application as a framework for theories of teaching and learning. It will outline a connectivist understanding of educational systems of the future. The course will begin on September 14, 2009.
I highly recommend the experience to anyone involved in education in any capacity. George and Stephen utilize the web, RSS, blogs, wikis, podcasts, tagging, and crowd sourced teaching and learning in a way I’ve never experienced in any other course I’ve ever taken, and the experience last year had a tremendous impact on my understanding of what a “course” is, is not, and what it CAN be in the future. Sign up here to receive course information in preparation for this year’s course!
Connectivism Cohort in Second Life
Last year I facilitated the Connectivism Cohort in Second Life, an experience that also taught me quite a lot about using virtual worlds as a site for meeting, discussing, sharing, and building in the context of a MOOC like Connectivism & Connective Knowledge. You can read more about my conclusions and experience as a facilitator (in addition to some stats about participation) in this post from last year CCK08 – Off the Wagon, But Not Off My Mind.
While I won’t have the time to be a main facilitator for a Second Life Cohort of the class this year, if someone is interested in taking this on, the Chilbo Community in Second Life can host the cohort’s meetings and work in the re-purposed Education Village. The Connectivism Reading Room is still available for holding discussions, and the sandbox and houses/offices can be used again this year for anyone who wants to participate.
Interested in facilitating or using Second Life as part of the CCK09 class? Let me know at fleep.tuque@gmail.com and I’ll do my best to help!
I started writing this post in 2008 but didn’t get it finished before the year ended, even with the extra second. In light of the subject, perhaps that is quite apropos.
Like most of you, I’ve been reading all of the end-of-year retrospectives and predictions posts, and scrolling through the “year in photos” or video clips or whatever, caught up in refreshing my memory about just how many things happened in 2008. Wars, elections, economic meltdowns, media shifts, massive natural and man-made disasters, and that’s not even including all my personal stuff. It was a crazy year no matter how you slice it!
And though it is.. overwhelming to absorb this barrage of our collective memories on the net, I do think there’s value to the tradition of reflecting on the year just past and the year ahead. If it’s honest reflection, and you or someone else learns from it, then there can never be too much of it so I refuse to apologize for the length of this post. =)
2008: The Year of Limits
In reflecting on 2008, my experience was one of recognizing “limits”. Some of them are absolute limits, but some of them are just current limitations that I know will change in the future. Some of them are artificial limits, too, and those seem to deserve special attention since it’s easy to make bad choices if you’re working with falsehoods.
The list below describes some of the limits I ran into in 2008…
1. The limits of American-style “free-market” capitalism
I won’t belabor the point, we’ve all heard plenty of analysis and finger-pointing, but I will repeat the headline from my initial blog post at the beginning of the end of the beginning of the crisis:
On the days when I feel most pessimistic, I think the TARP bailout is nothing more than a wholesale absconsion of our national treasury with perhaps more on the way. So far at least, the US government seems to be much more concerned about the troubles of our corporate citizens than the troubles of our human citizens. On my optimistic days.. I have the teensiest bit of hope that _someone_ _somewhere_ will have the will and the power to do what’s best for the people, not just what’s best for the corporations.
The economic problems have limited the options for many people I know – friends and relatives laid off, retirement nest eggs shrunk to nothing, people unable to sell or buy houses and get on with life. On a personal level, I haven’t felt this economically pinched in a long time. My modest university salary isn’t keeping up with the rate of change very well and in 2008 I began to really hit the limit of my budget in ways that cause me to question what I’m doing, how I’m doing it, and how much I can scale back.
Of course, many people are in tight situations right now, that’s why they call it a recession! But it’s what choices you make when you start to hit those limits that define who you are as a person and as a people. The government (of the people, by the people, for the people) has choices, too. I guess we’ll see in 2009 what choices we all make in light of these new limits and I hope for all of our sakes that they turn out to be good choices.
2. The limits of American racism
Of all the limits on my list, this one felt really good to bump up against. I can’t say how immensely proud I am of my country for the results of the 2008 presidential election. I am relieved to know that the president-elect’s middle name is Hussein and his last name sounds like Osama, and he’s black, and spent some time living in a Muslim country, and grew up in a non “2 parent/2.1 kids” houseshold, and that none of these things kept him from being elected. Not that racism has ended by any means, but this was an example of its limits and it really does give me hope.
On the personal side, my 74 year old grandpa who still refers to people as “colored” from time to time, and who has been a staunch Republican voter all of his life, actually voted for a black Democrat. Yes Virginia, hell really did freeze over! I can’t take 100% credit for this change of course, but we had a lot of downright difficult and uncomfortable conversations about race, so this year’s election felt like a personal victory as much as a national milestone.
3. The limits of the American educational system and limits to learning online
It’s possible I am living in a concrete-reinforced, super-duper-thick, no-sound-enters-or-escapes echo chamber, but it seems that everywhere I turn, everyone from _everyone_ is convinced that the American educational system is in desperate need of a massive, major overhaul. In my own neck of the woods, Ohio is in the process of implementing a state-wide university system, several education related organizations that are funded by the state are being abolished or merged, and a couple of universities including my own are switching from quarter systems to semesters (not as simple as it may sound and more expensive than you might think).
So change is happening already in a pretty big way, but I’m not sure how much these changes will address some of the underlying problems. One of which, I am convinced, is a staggering lack of understanding about the power of current IT/web/net based technologies. There is increasing curiosity at all levels – thank goodness or I wouldn’t have a job! But from administrators to faculty to staff, I’m perpetually shocked by how little others use the web even for basic things,like as a reference system. Everyone now uses email, of course, and LMS adoption has increased tremendously in both breadth and depth of use, and the core university business and billing systems are state of the art, but the social media/personal empowerment side of the web doesn’t seem to have penetrated academia very much yet at all. You might be surprised how many faculty don’t know about using quotes in google searching, for example, or who don’t read the blogs of their peers from other institutions.
I find that pretty distressing for a lot of different reasons, not least of which because this lack of understanding really limits my choices as a student (or potential customer, if you prefer).
The first problem is that the thing I want to study not only doesn’t have its own discipline or recognized curriculum, most people aren’t even aware it exists! My area of study is the metaverse and I spend far more time trying to demonstrate that it is “real” (ie has real impact) and justifying why we should be studying it than anything else. What time I do get to spend on actual research doesn’t count towards tenure, and unfortunately, most of my output is in blog posts and wikis and PDFs and Second Life builds, and none of these things will get me a degree either. They aren’t “accredited” kinds of output.
The second problem is that even if I could find a good fit in a program, then what? Will I be able to bear sitting in a classroom with a bad teacher who regurgitates the text book and wants me to regurgitate it too? Will I be able to keep my trap shut when we all hand in our papers to the prof and learn nothing from each other instead of sharing them so we all learn more?
When I think of it, I tend to tell myself and others that I can’t find the time or money to go back to grad school right now (artifical limit, I’m sure I COULD if I were willing to radically alter my life), but the truth is something different: I can’t bear the thought of fitting my learning style back into that crummy old model when I’ve found something 1000000 times better – the entire web is my school, my laboratory, and my teacher. I would guess that in 2008 I read more reports, white papers, and peer-reviewed journal articles (and thousands of blog posts and news articles), attended more lectures by more world-class thinkers and teachers (and talked to them, individually!), and had more hands-on, active and engaging learning experiences than I have ever had in any other year of my entire life – in school or out. I also spent a heck of a lot of time reflecting on what I learned, sharing it with others, collaborating on shared learning experiences, and had a few pretty nice milestone publications of my own.
Everywhere I look, I’m butting up against limits. Limits of the existing system, limits to people’s understanding about what it is I want to study, limits in program and curriculum choices, personal limitations (financial, practical, selfishly wanting to learn MY way instead of THEIR way)..
Furthermore, despite the free and wonderful education I received from the intarnets this year, I also learned that there are limits here too. There are limits to how much information I can process, how many connections I can form, and how many channels of communication I can keep up with. There are absolutely, most definitely limits to how many emails I can process in a day. There are limits to how much I can learn on my own unaided by others. I often have questions, need help, need guidance, need mentoring, need direction. I know without a doubt my work and output would improve if I had a better foundational understanding of both the technology that makes the metaverse possible and the research that already exists about human behavior in online environments. I don’t for a second believe I can “master” this material all on my own, even with the tremendous resources the web offers.
And of all my learning experiences online this year, I’m perhaps most grateful for my experience with the Connectivism & Connective Knowledge MOOC (Massively Open Online Course), because it _broke_ some (artificial) limits in my understanding about what a “class” is and could be, reinforced some limits I was aware of (how much info/connections/channels I could keep up with), and gave an example of how universities might overcome limits in how many students they reach.
Without a doubt, these limits are frustrating, but not altogether discouraging. It just means there’s much work to be done, and I sincerely hope decision makers at the institutional level are paying attention to technology, but at the same time, I also hope that those of us using and evangelizing technology are being honest about its limits even as we explore its promises.
And speaking of technology evangelism…
4. The limits of personal evangelism
My suitcases are tattered from so many cross-country flights here there and everywhere talking about Second Life, Web 2.0, and the emerging metaverse. I gave talks at conferences and workshops and lunches, to teachers, professors, administrators, instructional designers, businesses, entrepreneurs, laywers, government employees.. so many different sectors of society. What I’ve taken from all my days on the road is that there’s a real lack of perceived value and ROI. 1) People need to see more evidence that this technology is useful for accomplishing their goals before they will be willing to invest the time and resources it takes to get to successful implementation. 2) The technology itself must become cheaper and easier to use.
This is not revolutionary news, I know. But I’m reminding myself because as I mentioned above, I genuinely hope to do more research into those areas so that the next time I spend all day flying across the country just to give a two hour talk, I feel like it was really and truly worth the trip for me and the audience and the university that paid for me to do it.
I guess this means my “zealot phase” (and hopefully “self-righteous jerk phase”) is over for the moment. That isn’t to say that I’ve given up, but rather that I’ve learned the limits of what I, Fleep can do alone. I need to start leveraging my networks better and work in collaboration with more people instead of running myself ragged trying to do too much alone.
5. Limits of the Second Life platform and our current Metaverse
Of course, the job of evangelizing would be a lot easier if the thing itself were easier. Alas, we face some tough issues. The metaverse as a concept is mind-boggling for many, the best iteration of it at the moment (Second Life) is hard to use and has serious limitations, and everything else out on the horizon is still in alpha/beta phase.
I really can’t stress enough what an obstacle our current lack of.. vocabulary is. What is a virtual world? What is the metaverse? What the heck is Castranova talking about with all this synthetic stuff?
Earlier this year when I was struggling with the Looking to the Future: Higher Education in the Metaverse piece, the hardest part was explaining what the metaverse currently IS, nevermind what it might be in the future. Here’s what I wrote:
In its current context, the metaverse is a complex concept. For the purposes of this article, the definition in the Metaverse Roadmap will suffice: “In recent years, the term has grown beyond Stephenson’s 1992 vision of an immersive 3D virtual world, to include aspects of the physical world objects, actors, interfaces, and networks that construct and interact with virtual environments. . . . The Metaverse is the convergence of 1) virtually-enhanced physical reality and 2) physically persistent virtual space. It is a fusion of both, while allowing users to experience it as either.”
In short, we can imagine multiple and myriad digital mirrors of the real world existing alongside multiple and myriad digital worlds that do not represent the real world, all used for a variety of purposes, tied into a variety of communication methods, and populated by any user with Internet access, as well as a steady stream of data originating from objects and devices in the real world.
That’s awful! A mouthful of confusing stuff and I feel very disappointed in myself that I couldn’t find a better way to communicate it. That’s a limitation I (we) must break through in the coming years.
Beyond the limits of our terminology, there are serious limits with existing platform(s) that can’t be ignored either. I still believe that anyone interested in the metaverse must be in or at least paying attention to Second Life – Linden Lab’s platform and the OpenSim derivatives are the most promising metaverse project on the horizon, and perhaps more importantly, the people using, working, and playing in Second Life simply _are_ the vanguard.
But Linden Lab’s Second Life, and the alpha-stage OpenSim grids, are still extremely limited in their enterprise use. Whether the intention is to use it as a social or collaboration space, or as a modeling and prototyping space, or to explore the new frontiers of music and art made possible in these worlds – the platforms need a LOT of work across the board, from the GUI to reliability to providing access to other digital content. Sadly, after 5 years of being out of beta, Second Life’s group IMs still don’t work reliably. I can’t show a flash or .wmv movie in Second Life, can’t collaboratively access webpages and documents with others easily, and it takes forever and 50 steps to do something as simple as making a prim clickable to launch a webpage.
And those are the simplest technical limitations that need to be overcome. That’s not even getting into the wet, squishy world of legal, philosophical, and social questions: content creator rights, intellectual properly, who has jurisdiction, who governs these spaces, code as law, what’s happening with all of the data we generate from “living” in these spaces and how can we protect ourselves from its misuse, what are the social implications for communities moving to the metaverse, and on and on and on..
In other words, we have a LOT of work to do.
6. The limits of Will Wright
Yes, I’m sorry, this one gets a whole bullet point of its own. Do you have ANY IDEA how long I waited, and with how much _anticipation_ I waited for the release of Spore? (Many many years, and a lot, respectively.)
(Sorry, needed a little levity before tackling #7..)
7. The limits of life itself
In late 2007, we learned that my Dad (grandpa, actually, but my dad in all other ways) had stage-4 metastatic lung cancer that had already spread to his adrenal glands. By mid-2008, it had spread to his spine. Helping to take care of him through this battle with cancer has been excruciating and it affected every single day of the year for me.
I know that death is a part of life. I know that death is inevitable. I know that I am neither the first nor the last person to lose a parent or to lose a loved one to cancer. I know that some day I will die. I know all of these things, but I’ve never _felt_ them until now. In my heart, I know it’s a minor miracle that he’s survived more than a year past the initial diagnosis, and it’s a gift that we’ve had all this time to say goodbye, share memories, and adjust to the hard reality. But it has also irrevocably changed my sense of time. I see the limits it imposes on us all in the starkest of terms now.
This experience has also made me wonder how on earth people without families or support networks manage in the face of serious illness (something we’re all bound to face) because without a doubt, I have finally seen the limits of the American health-care system up close and personal.
Wow, what a wreck. I don’t even know where to begin. The absurdities of insurance claims and Medicare, Part-D and doughnut holes, hospital staff that don’t even put on clean gloves unless you ask them too, different doctors with different charts and lab results and patient information systems that don’t talk to each other, medication regimens that require a PhD and 50 gazillion bottles, refills, and dosages to keep up with, doctors prescribing medications that conflict with pre-existing orders… the list goes on and on and on and on. It’s insane. INSANE.
Our family care-team is made up of four intelligent, literate, capable people and we can’t really keep track of it all. The hoops are simply ridiculous, the cracks in the system are more like black holes, and for all the mistakes or near-mistakes we’ve caught, I fear to think of all the ones we didn’t. And I would be remiss if I didn’t mention my deep bitterness that the _only_ part of the American health-care system that appears to be using IT efficiently is the damned billing systems. Sharing information about the patient to improve care? That’s a spaghetti mess, but they can sure share information about how much it all costs!
…
Perhaps my viewing the year 2008 from this prism of limitations is all the result of Dad’s cancer; maybe it’s colored my view so much that limits are all I see at the moment. But I don’t really think so. When I look at what’s happening in a broader context, I see that the American economic, education, and health care systems aren’t the only large-scale systems and institutions that appear to be feeling the strain.
For one, the financial/economic crisis is definitely a global one. It’s not an indivual experience, or a national experience, it’s a global one. Even those who haven’t felt the pinch yet have certainly felt the fear.
For another, I believe wars and violence result when political systems fail. Mumbai. Iraq, Afghanistan, Pakistan, Sudan, Palestine, Georgia, and many more places besides, deaths caused by people killing other people, caused by the limits of our existing political institutions.
Human activity in combination with completely “natural” weather and geological phenomena are rapidly, and I mean RAPIDLY changing our environment. The very finite resources of the planet and the real consequences of natural disasters are absolute limits that we simply can’t afford to ignore. The earthquake in Sichuan, China killed almost 70,000 people. The Nargis cyclone in Myanmar killed almost 135,000 people. Predictions seem to indicate that more trouble is on the way, and for the most part, our individual, national, and global responses to these challenges have seem limited by disorganization, misinformation, and a terrible refusal to plan for the reality we all know is coming. It’s absurd. And frightening.
I should probably stop there, this post already turned into something of a monster and I could go on in this vein for quite a while. But the lingering question I have at the end of all this reflection is this:
Have we reached the limits of our patience with behaviors and systems that just plain don’t work anymore?
I sure hope so, because the upside, the real benefit to recognizing these limits, is the ability to leap into the paradigm-shift – and leap we must.
The parameters aren’t what you thought they were.
The rules of the game are changing.
The world of the 21st century is different than the world of the 20th.
The sooner we come to terms with it, the sooner we can start dealing with it. These limits – even the artificial ones – really need to, can, and must be addressed.
I don’t know if I’m up for all the challenges I see looming in the days ahead, with my work, my personal circumstances, with Dad’s cancer. I don’t know how to best prepare, either, but if I’m sure of anything after 2008, it’s that I don’t have a choice about it anymore. The changes are already coming too thick and too fast to ignore, best get with it, buckle down, and get ready.
(And 10 days after the new year, I finally get this posted. Hooray.)