Wednesday, 19 November 2008

Lessons ignored

I've just run a Second Life induction session for Library staff. I originally intended to do the established 'OpenSim standalone first' plan of action, but as I only had an hour with them, I decided to jump straight into the Second Life sign up, so that I could show off LeedsMet's islands.

All was going well, until the second person in the room got through the registration process. And it all came flooding back to me.

'Registration Denied!'

The old 'multiple sign-up from the same IP address' thing reared its ugly head, and I remembered why we worked out a different way of tackling Second Life induction. Anyway, it was too late to start fiddling about with Terminal to get OpenSim up and running, so I did a big screen fly through of the islands, and went onto Lecture auto-pilot.

Note to self: Follow the recommendations of your own research project in future, idiot.

Saturday, 15 November 2008

World for sale

I come from a family of entrepreneurs. Despite rebelling against this in my teens and going to University (I like to think of myself as the white sheep of the family), I occasionally feel an uncontrollable entrepreneurial urge welling up inside me. However, having witnessed the hard work involved in turning a good idea into a profit, I usually see sense and divert my creative energies towards my day job.

There is one idea I had a while ago that just won't go away, so I thought I'd spill it out here.
Here's the pitch:

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Imagine that the whole world is for sale.

Every square metre of land on earth is up for grabs, and anyone can buy it.

A 16 metre square plot cost only 1 cent.

You can put anything you like on your land. Each 4 metre x 4 metre plot supports a 64 pixel x 64 pixel image. 10 cents should buy you a decent sized picture.

You'll probably want to buy up the land your house is on first. You could put a picture of yourself on it, or maybe your email address.

It might be a good idea to buy up the land that your company's headquarters occupy before someone else does. Maybe buy up your competitors headquarters and put your logo there, just to wind them up a bit.

Strapped for cash? No problem. We'll give you an interest free loan to buy your land. You can pay us back if you sell it on to someone else.

You could buy up some famous places. Like Piccadilly Circus, or The White-house, or Old Trafford. Someone will want them for sure. They'd definitely pay more than a few cents to put their stuff on those popular spots. Well, it's up to you to set a price. It's your land. All of the profit is yours to keep.

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Anyway, you get the idea. It's basically 'the million dollar web-page' meets 'Google maps' meets 'buying and selling land in Second Life'.

It's a sure fire winner, I'm sure of it. All I need to do is rework Google maps via the API, install a decent e-commerce system, get some scalable image-server capacity and do a bit of viral marketing.

Fuelled by easy credit, the global virtual real estate free market economy will explode like an electronic antidote to real world recession.

Right, back to the day job.

Friday, 7 November 2008

The future of online HE

I should be posting about the pilot, but that bit of my brain has blown a fuse after today's 4 hour solid crit with the students. Instead, I've found a link from the JISC online conference discussions to a speech by John Denham, Secretary of State for Innovation, Universities and Skills, at the UUK Annual Conference
 in September. This quote caught my eye:

So a key question for universities in Britain is this: How can we be one of the leading - if not the leading - centres of online higher education learning in the world. I am convinced if we want to achieve this aim, it cannot be achieved by a rush to dump more course material onto the internet than other higher education systems.

Our aim should be to be the best by showing that online learning can offer those features of higher education which make our university world class today: Our challenge is to support students in developing their skills of evaluation, critical analysis and reflection, synthesis, problem-solving, creativity and thinking across discipline boundaries, as well as giving them any extra skills they needed to make their use of IT fully effective.

Denham, J. (2008) UUK Annual Conference Cambridge. Keynote. [Internet] September 11. Available from http://www.dius.gov.uk/speeches/denham_uuk_110908.html [Accessed 7th Nov 2008]


So, don't dump course material onto the internet. Develop skills of evaluation, critical analysis and reflection, synthesis, problem-solving, creativity and thinking. Cross discipline boundaries. Give extra skills needed to make best use of technology.

How well has Open Habitat fulfilled these aims?
Are virtual worlds a key component in the future of online HE?
What is the role of the art and design approach in all of this?

Monday, 3 November 2008

Week 3

Ah, it's been a long time since day 2. The reality of learning in virtual world is that tutors keep getting dragged kicking and screaming back to the real world. Lots has happened in-world though. Check out my Flickr stream for some pics of activities. More to follow soon.

Tuesday, 21 October 2008

2nd A&D pilot - Day 2


First day totally in world.

We all met on LeedsMet island and the students considered the Manual tasks. I suggested doing the 'Red' task to start off with, and the teams split to make a decision. Both teams decided to do the word association-seating area creation task instead, which was much better. I hung around with team A, and helped them to get the word association going. Kisa went off with team B and did the same.

This particular task turned out to be a great way of getting all of the students involved in an initial, not too taxing chat based task. Everyone, whatever level of skill, can type the first thing that comes into their head, so it proved to be good way of structuring a simple, reassuring socialisation activity. When we got bored (actually, a couple of them wanted to carry on playing word association all morning), each student picked their 2 favourite words from the ones spoken in the game, and the task was to make or find two chairs that relate to those words and create a group seating area on the team plot.
Anyway, after some freebie plundering and pretty impressive building activities for ones so young, a collection of 'chairs' were assembled and everyone seemed pretty pleased with themselves. I particularly liked the toothpaste sofa.

Tomorrow: 2 hour real world session in the Mac room to help improve building skills.

Monday, 20 October 2008

Second Pilot main project - Day 1

Today was the first official day of the main part of the second art & design pilot.

Just a quick update on what's happened leading up to today's project launch: I started off by taking about 100 first year Graphic Arts & Design undergraduates through a half-hour OpenSim workshop as one of their inductions in the first 15 credit point introductory module a couple of weeks ago. The Manual, which is a collection of mini-projects, was issued as part of this module to get students working, and I created a post induction hand-out in a similar vein to take interested students through the first few hours in Second Life. About 7 students completed the tasks on this handout in their own time. The second module started today, with the theme of community (which is handy, considering the collaborative ambitions we have for the second pilot). 5 projects, including mine, are being run in parallel over the next 3 weeks, and students have signed up to the one they liked the look of. The other available projects are: workshop based photography, illustration activities, fanzine production, and setting up a stall in Leeds Market to sell art. I limited the places on the Second Life project to 10 participants, which I subsequently split into two teams.

The project kicked off today with all 9 (one didn't show, which was a bit annoying) participants in the real life computer room. Although one of the principals that emerged from the first pilot was that 'collaboration benefits from distance', I needed to make sure that all the students were up to speed, and this is much easier in a blended learning setting. We experienced the same confusion over real verses virtual, but I see this as a necessary evil to get things running smoothly before committing totally to the distance mode. It turns out that 3 of the participants hadn't yet signed up to Second Life, so I let the others play for a bit whilst these three latecomers zipped through Help island before joined the rest of the group on the steps of H-Building. It will be interesting to see how jumping from the OpenSim induction straight to today's project launch without completing the tasks on the handout affects the experience of these students.

I've set up two groups on the course ePortfolio tool to provide each team with a web-based tool to bring together their snapshots, have asynchronous discussions and send group messages. This fits with the idea of using third party tools to support collaboration. Each team has been allocated a generous plot of land on LeedsMet island to build all of their stuff on over the next three weeks. In the first pilot, we gave each student individual plots, which probably discouraged collaboration, so it will be interesting to see how each team gets on sharing land. The activities over the next three weeks, as mentioned in previous posts, will come from the 75 mini-tasks in 'The Manual - Second Life edition', which is displayed in the centre of LeedsMet island. Most of these mini-projects have a collaborative slant, but there are plenty of opportunities for individual effort within the set tasks.

One of the other key points that came out of the first pilot was 'Socialisation before collaboration', so the focus of today's activities was very much on the students getting to know each other. After the customary friend making ritual (which I limited to making friends within teams), Kisa was on hand to drop everyone a notecard with a bunch of landmarks to interesting locations on the mainland. We decided to all visit Svarga first, as this is a good example of what it is possible to build in Second Life. Everyone flew about on the new 'giant wasp' guided tours, and then we all teleported back to LeedsMet. After separating the two groups back into their respective teams, I asked each team to discuss where they were going to visit next out of the collection of landmarks on the notecard. They all seemed to tackle this task without too much anxiety, and without feeling the need to talk about it in real life. A couple of quick tours later, and clutching team snapshots, the students returned to their homes on LeedsMet. The last thing I did was check that everyone could build on LeedsMet, and we arranged to meet up tomorrow in-world at 10am for 'The Manual' inspired building fun.

This second pilot feels quite different to the first one. The fact that I am running this as an official project within a bigger module, running alongside other projects, and with assessable outcomes, makes it all feel a lot more real. The first pilot was a lot more experimental, with more time devoted to the induction phases, and a lot more staff around to get things going. This pilot is running within the resourcing constraints of a typical undergraduate provision, with less staff time and technical support, with the added complication of having to fit into a busy first year schedule. It is real learning in virtual environments happening on a real course at a real University. As a new course leader, virtual worlds need to prove themselves worthy of the limited resources I have available to indulge new-fangled technologies. I find myself in the unusual position of both championing virtual worlds, and simultaneously demanding evidence that they are worth the money. If this project proves to be clearly beneficial to first year graphics students, then I will run it every year. If I think that these students would have been better off spending their time selling pictures in the market, then I will axe it. Oh, my own harshest critic. What fun.

Tuesday, 14 October 2008

Second A&D Pilot starts next week.


Right. I better give you all a quick update before I get dragged back into the day job.
I did 6 x half-hour OpenSim inductions last Wednesday, introducing about 100 of our first year Graphics Students to a virtual world. They all seemed pretty happy about the experience, and some of them manage to build some pretty cool stuff. One of them even managed to terraform the island into a face (above). Not bad for a complete Noob.

I left them with a quick start guide to Second Life, and several have manage to log in since and send me an instant message.
The second pilot proper starts next Monday, and I've ended up deciding to run it as one of five projects that occupy the first three weeks of the second module. Students have an option of continue with the project after this three week block, running alongside the next lot of projects. About 10 people have signed up so far, so we should have enough to create two teams. The project is based on 'The Manual', which is a book of mini-projects, quotes and ideas relating to Graphic Arts & Design, written by all 17 staff that teach on the graphics course. Along with Graham and other project team members, I've adapted the tasks to suit Second Life and collaboration, and I plan to display these mini-projects in the middle of LeedsMet island. Each team gets a big plot to build on, and Kisa & Cubist will be providing support for the development of the work over the 3 week slot. We also have a Big Draw event going on in the middle week, so we plan to link in with this as well. Here is the timetable of initial events:
Monday 20th October - Module GAD1.2 and project launch - Second Life session in H701 or remotely.
Tuesday 21st October - In-world session on Leeds Met island. Activities.
Wednesday 22nd October - Second Life session in H701 at 10am.
Friday 24th October - Activities on LeedsMet island
Monday 27th October - Live Second Life Big Draw session in Library and on Leeds Met island.
Tuesday 28th October - Live Second Life Big Draw session in Library and on Leeds Met island.
Wednesday 29th October - Live Second Life Big Draw session in Library and on Leeds Met island.
Thursday 30th October - Live Second Life Big Draw session in Library and on Leeds Met island.
Friday 31st October - Live Second Life Big Draw session in Library and on Leeds Met island.
Tuesday 4th November - Exhibition and feedback on LeedsMet island.
Friday 7th November - Exhibition and feedback on LeedsMet island. Party.