Designing Online Communities: Read My Accepted Dissertation Proposal

Wisdom of the Ancients: the web-comic-epigraph for my dissertation proposal, from XKCD

As of last monday, I have now successfully defended my dissertation proposal. In the context of my doctoral program, that means there is just one more hurdle to climb over to finish. I’m generally rather excited about the project, and would be thrilled to have more input and feedback on it (Designing Online Communities Proposal PDF). I would be happy for any and all comments on it in the comments of this post.

Designing Online Communities: How Designers, Developers, community Managers, And Software Structure Discourse And knowledge Production On The Web

Abstract: Discussion on the web is mediated through layers of software and protocols. As scholars increasingly turn to study communication, learning and knowledge production on the web, it is essential to look below the surface of interaction and consider how site administrators, programmers and designers create interfaces and enable functionality. The managers, administrators and designers of online communities can turn to more than 20 years of technical books for guidance on how to design and structure online communities toward particular objectives. Through analysis of this “how-to” literature, this dissertation intends to offer a point of entry into the discourse of design and configuration that plays an integral role in structuring how learning and knowledge are produced online. The project engages with and interprets “how-to” literature to help study software in a way that respects the tension that exists between the structural affordances of software with the dynamic and social nature of software as a component in social interaction.

What’s Next? 

At some point in the next year I will likely defend a completed dissertation. Places do dissertations differently, in my program the idea is that what I just defended is actually the first three chapters of a five chapter dissertation. So, at this point I need to follow through on what I said I would do in my methods section (to create chapter 4, results) and then write up how it connects with the conceptual context section (to create chapter 5, conclusions). So I should be able to grind this out in relatively short order.

At this point, I think this project should be interesting enough to warrant a book proposal. So I’ll likely start exploring putting together a book proposal for it in the next year as well. With that in mind, any suggestions for who might be interested in receiving a proposal on this topic are welcome.

Software as Scaffolding and Motivation and Meaning: The How and Why of Crowdsourcing

Libraries, archives and museums have a long history of participation and engagement with members of the public. I have previously suggested that it is best to think about crowdsourcing in cultural heritage as a form of public volunteerism, and that much discussion of crowdsourcing is more specifically about two distinct phenomena, the wisdom of crowds and human computation. In this post I want to get into a bit more of why and how it works. I think understanding both the motivational components and the role that tools serve as scaffolding for activity will let us be a bit more deliberate in how we put these kinds of projects together.

The How: To be a tool is to serve as scaffolding for activity

Helping someone succeed is often largely about getting them the right tools. Consider the image of scaffolding below. The scaffolding these workers are using puts them in a position to do their job. By standing on the scaffolding they are able to do their work without thinking about the tool at all. In the activity of the work the tool disappears and allows them to go about their tasks taking for granted that they are suspended six or seven feet in the air. This scaffolding function is a generic property of tools.

All tools can act as scaffolds to enable us to accomplish a particular task. At this point it is worth briefly considering an example of how this idea of scaffolding translates into a cognitive task. In this situation I will briefly describe some of the process that is part of a park rangers regular work, measuring the diameter of a tree. This example comes from Roy Pea’s “Practices of Distributed Intelligence and Designs for Education.”

If you want to measure a tree you take a standard tape measure and do the following;

  1. Measure the circumference of the tree
  2. Remember that the diameter is related to the circumference of an object according to the formula circumference/diameter
  3. Set up the formula, replacing the variable circumference with your value
  4. Cross-multiply
  5. Isolate the diameter by dividing
  6. Reduce the fraction

Alternatively, you can just use a measuring tape that has the algorithm for diameter embedded inside it. In other words, you can just get a smarter tape measure. You can buy a tape-measure that was designed for this particular situation that can think for you (see the image below). Not only does this save you considerable time, but you end up with far more accurate measurements. There are far fewer moments for human error to enter into the equation.

The design of the tape measure has quite literally embedded the equations and cognitive actions required to measure the tree. As an aside, this kind of cognitive extension is a generic component of how humans use tools and their environments for thought.

This has a very direct translation into the design of online tools as well. For example, before joining the Library of Congress I worked on the Zotero project, a free and open source reference management tool. Zotero was translated into more than 30 languages by its users. The translation process was made significantly easier through BabelZilla. BabelZilla, an online community for developers and translators of extension for Firefox extensions, has a robust community of users that work to localize various extensions. One of the neatest features of this platform is that it stripes out the strings of text that need to be localized from the source code and then presents the potential translator with a simple web form where they just type in translations of the lines of text. You can see an image of the translation process below.

This not only makes the process much simpler and quicker it also means that potential translators need zero programming knowledge to contribute a localization. Without BabelZilla, a potential translator would need to know about how Firefox Extension locale files work, and be comfortable with editing XML files in a text editor. But BabelZilla scaffolds the user over that required knowledge and just lets them fill out translations in a web form.

Returning, as I often do, to the example of Galaxy Zoo, we can now think of the classification game as a scaffold which allows interested amateurs to participate at the cutting edge of scientific inquiry. In this scenario, the entire technical apparatus, all of the equipment used in the Sloan Digital Sky Survey, the design of the Galaxy Zoo site, and the work of all of the scientists and engineers that went into those systems are all part of one big hunk of scaffolding that puts a user in the position to contribute to the frontiers of science through their actions on the website.

I like to think that scaffolding is the how of crowdsourcing. When crowdsourcing projects work it is because of a nested set of platforms stacked one on top of the other, that let people offer up their time and energy to work that they find meaningful. The meaningful point there is the central component of the next question. Why do people participate in Crowdsourcing projects?

The Why: A Holistic Sense of Human Motivation

Why do people participate in these projects? Lets start with an example I have appealed to before from a crowdsorucing transcription project.

Ben Brumfield runs a range of crowdsourcing transcription projects. At one point in a transcription project he noticed that one of his power users was slowing down, cutting back significantly on the time they spent transcribing these manuscripts. The user explained that they had seen that there weren’t that many manuscripts left to transcribe. For this user, the 2-3 hours a day they spent working on transcriptions was an important part of their day that they had decided to deny themselves some of that experience. For this users, participating in this project was so important to them, contributing to it was such an important part of who they see themselves as, that they needed to ration out those remaining pages. They wanted to make sure that the experience lasted as long as they could. When Ben found that out he quickly put up some more pages. This particular story illustrates several broader points about what motivates us.

After a person’s basic needs are covered (food, water, shelter etc.) they tend to be primarily motivated by things that are not financial. People identify and support causes and projects that provide them with a sense of purpose. People define themselves and establish and sustain their identity and sense of self through their actions. People get a sense of meaning from doing things that matter to them. People find a sense of belonging by being a part of something bigger than themselves. For a popular account of much of the research behind these ideas see Drive: The Surprising Truth About What Motivates Us for some of the more substantive and academic research on the subject see essays in  The Handbook of Competence and Motivation and Csíkszentmihályi’s work on Flow.

Projects that can mobilize these identities ( think genealogists, amateur astronomers, philatelists, railfans, etc) and senses of purpose and offer a way for people to make meaningful contributions (far from exploiting people) provide us with the kinds of things we define ourselves by. We are what we do, or at least we are the stories we tell others about what we do. The person who started rationing out their work transcribing those manuscripts did so because that work was part of how they defined themselves.

This is one of the places where Libraries, Archives and Museums have the most to offer. As stewards of cultural memory these institutions have a strong sense of purpose and their explicit mission is to serve the public good. When we take seriously this call, and think about what the collections of culture heritage institutions represent, instead of crowdsourcing representing a kind of exploitation for labor it has the possibility to be a way in which cultural heritage institutions connect with and provide meaning full experiences with the past.


Newbs, N00bs and Elitists: Neologisms for learners and teachers in open online communities

The openness of online communities is one of the things that make them so exciting. Anyone, anywhere, can create an account and start participating. The more I think about some of the research I did on RPGmakerVX.net the more I think that the neologisms for dispositions of a few different kinds of users on the site capture some important parts of defining teachers and learners in open interest driven web communities. In this post I will briefly describe how the terms Newbs, N00b and Elitist Bastards expressed in the ground rules of the RPGmakerVX community serve to define the roles for learners and teachers in this space.

As a frame of reference, RPGmakerVX.net is an online discussion board where those interested in creating SNES looking role-playing games congregate to discuss, develop, and share their projects. Elsewhere I’ve written about how this operates as a community of learners. When I first visited the site though, I was struck by the discussion boards simple guidelines.

Eletist Bastardly Behavior Will Not Be Tolerated

The following appears at the top of the Board Rules page. For our purposes, the first prime directive and its first bullet point are particularly relevant.

This prime directive classifies three kinds of users. First and foremost, the elitist bastard, the kind of person who is not tolerated on the boards. The elitist bastard refuses to understand the difference between two different kinds of new members to the site, the newb and and n00b. Before parsing through all of this in a bit more depth it is worth following the link for newb and n00b from the rules to see how the terms are used here. Following the link leads to this comic from CTL+ALT+DELETE

Glossary: Newb/Noob

The following is the comic linked to from the RPGmakerVX.net discussion boards. (Actually it looks like the link is broken now but this is what it linked to a few months back.) This 2006 web comic walks through the distinctions between these two terms for gamers who are new to a particular game.

The newb is inexperienced, but is wants to learn and when given guidance is happy to take it and act on it. In contrast, the n00b, while similarly clueless is unwilling to submit to respect the elders, the gamers who know how to play the game, or in this case the game makers who have developed expertise. The comic explains what , “newbs should be cared for and nurtured so that they may grow into valuable skilled players” while “N00bs deserve our wrath” and our apparent pity as they are likely to have problems in finding or making any meaningful relationships.

Newbs Respect the Authority/Wisdom of the Open Knowledge Community, N00bs are Unwilling to Learn the Ground Rules for Being a Novice

These neologisms are widespread. Turning to the OED of Internet slang, the Urban Dictionary. We find that a newb is “A term used to describe a inexperienced gamer/person/etc. Unlike a noob, a newb is someone who actually wants to get better.” Aside from just being part of the rules of the community, when I asked participants in my study of the RPG Maker VX community what the difference between a N00b and a newb most of the participants could parse the difference between the two terms.

The Elitist Bastard Fails to Nurture the Novice

The elitist bastard is one who fails to recognize the difference between new learners. There is almost no barrier to entry to RPGmakerVX.net. All you need to do is sign up for an account to join and start posting. This means that new community members are going to need to be vetted and filtered after they have already come in the virtual door and started talking. Some of the new users are newbs, that is individuals who are want to learn to make games and are willing to show deference to the elders of this online community. Some of those users are n00bs, who are unwilling to do things like read the FAQ, read stickied posts on how to ask questions and post about their projects, and when told follow the rules will simply become disgruntled and argumentative. In short, experienced members of the community need to know who to nurture and who to moderate, call out, and judge for not respecting the rules of the community.

Necessary Neologisms for Learning on the Open Web?

I’m curious to hear from those who talk about learning webs, about massively open online courses, or for that matter any bread of open online education projects about this. It strikes me that the story of RPGmakervx.net is very similar to my experience with any number of online communities. Things like open source communities, fan fiction communities, photo sharing communities on sites like Flickr, the guild of Wikipedians, each seem to have this kind of operational structure. Are these necessary neologisms for learning on the open web, or are newbs, n00bs, and elitist bastards just 1337 way of talking about things we already have names for?

Divergent Design Competence in the RPG Maker Community: GLS Presentation

I am thrilled to be back in Madison, if only for a few days, for the Games Learning and Society conference. Now in it’s 6th year, it is very cool to see how much the conference has grown and matured since I worked on the first two years of the conferences organizing committee. This year I am excited to be presenting a poster on some of my RPG research. Along with presenting my poster in person I wanted to put it up to share with everyone who isn’t at the conference.

I have included the brief text from my poster here too.

Abstract:
The RPG Maker VX Community site provides its more than 40,000 members a space to collaboratively critique and design PC role-playing games. This poster presents preliminary results from a qualitative study of this community. Analysis of interviews and discussions on the RPG Maker site, combined with information gathered through a survey suggest that the RPG Maker Community is scaffolding young game enthusiasts into a deeper understanding of game design and allied digital art perspectives. The study proposes a model for how members join, advance, and develop new literacy competencies through participation in the community.

Conceptual Context:
Online affinity communities are increasingly being explored as places where young people are acquiring new literacies (Gee, 2004). Through extensive ethnographic fieldwork Ito and others (2010) found young people “geeking out” in web based affinity communities where individuals are “learning to navigate esoteric domains of knowledge and practice and participating in communities that traffic in these forms of expertise” (p. 28). Studies of Flickr (Davies, 2006), fan fiction sites (Black, 2005), and Civilization fan-sites (Squire & giovanetto 2008; Owens 2010) support the idea that young people are acquiring critical new literacy skills in these communities.

The communal and cooperative nature of these informal learning communities suggests that they be understood as communities of practice (Lave & Wenger 1991). Community members develop competence and refine their skills toward mastery through interaction and engagement, and encouragement from expert community members. The RPG Maker community offers a space to further examine these kinds of interest and affinity driven spaces.

Research Design:
This poster presents part of a larger multi-method study of the RPG Maker Community. The larger study uses a randomized survey of participants to chart general demographic information and involvement in the community, in-depth interviews with a purposeful sample of ten community members to document participant reactions and understanding, and analysis of forum discussions and rules posted on the community site to examine the actual interactions of community participants. This poster reports preliminary results from these three data sets, focusing primarily on articulating a model of community engagement and the competencies community members develop.

Model of Individual Community Engagement and Competence Development:


Snippets from Interviews:
The poster format does not really provide an extensive space to analyze data, but I did want to give a sense of the kind of materials I have been working with to develop this model. In the future I will do some more in depth analysis of these kinds of materials. With that said, this does provide a flavor for the kinds of data I am drawing on.

Conclusions:
Analysis of the interviews and discussions on the RPG Maker site, combined with information gathered through a survey suggest that the RPG Maker Community is scaffolding game enthusiasts into a deeper understanding of game design and art and allied art and design perspectives. This work supports the following theory for engagement in the community. Members join to gain access to the resources, character sprites, maps, scripts, and other artwork. Some then engage in a cycle of critical dialog with other community members. The evidence suggests that those who persist in engaging in this dialog develop a range of critical competencies 21st century skills and new literacies in art and design.

So Who Are the RPG Makers? Preliminary Survey Results

I am excited to report that i have finished gathering data from my RPG Maker VX community survey and am well on the way toward finishing interviews with a subset of the respondents. For more information about this project see my previous post. At this point I thought I would share a cursory overview of some of the interesting preliminary survey findings. For those survey research junkies out there I should make clear that this survey is part of a qualitative research project. It was developed strictly as a means to gather descriptive data to provide a broader context for analyzing discussions on the site and interviews with community members. For details on the survey methods and response rates jump down to the last section of the post.

This is a community of young people:
Most of the community members are between the ages of 16 and 24, and of those most are between 18 and 22.  As I will document through analysis of discussions and interviews the members of this community are developing sophisticated practices for taking and giving criticism as well as working collaboratively. In this space young people are both the teachers and the learners. While critics frequently lament students motivation and hard work it is clear that this communal space is providing a place for young people to cut their teeth as artists, designers, critics, and producers of digital media.


This is a global community:
45% of the sample reports living in the United States. The rest of the group is spread across Europe, South America, and Asia. A majority of community members reported English as their native language (64%) the remaining 36% represent a smattering of other languages, including Spanish, French and Japanese.

These young people are not just playing around
Most of those surveyed have been involved for more than a year and report spending a considerable amount of time each week on writing, design, and art projects for their games. Group members show significantly different amounts of time spent on different parts of projects. Some spend the bulk of their time writing others spend the bulk of their time creating game artwork.


This is a place where young people are first exposed to programing

RPG Maker VX includes a scripting system, Ruby Game Scripting System, which extends the Ruby Computer Programing language. Nearly all (83%) of the community members report that they have used the games scripting system, and 35% of the respondents reported that working with RPG Maker was their first experience with computer code.

These young people strongly identify with hits from the “RPG Cannon”
When asked about their favorite video games participants cited a mixture of current and “classic” games. To get a quick sense of the kinds of games which appeared most frequently, scan the word frequency chart I generated with Wordle bellow. This is just the raw frequency of individual words, but it is easy to see the trends which emerge around some of the most famous super Nintendo role playing games and franchises. The Final Fantasy series, Chrono Trigger, Legend of Zelda, Secret of Mana, Breath of Fire, all appear prominently on respondents lists of favorite games. It is worth keeping in mind that many of these games were original released around or before the majority of these community members were born.

As RPG Maker allows players to make these kinds of games, it makes sense that these kinds of games are also part of their list of favorites. While some might think of the kinds of graphics and formats for games which RPG Maker creates are a weakness of the software, there is good reason to believe that these gamers love for SNES RPGs connects them to a kind of game and experience which they find deeply engaging.

Surveying a community without boundaries:
It is best to develop a survey with a specific population in mind. Part of the difficulty of surveying a diffuse community like the online community associated with the RPG Maker VX site is in defining the boundaries of that community. The site has over 40k members, and during any given visit to the site nearly twice as many non-members are viewing the discussion boards as members. It would be impossible to accurately sample non-members who visit the site, there is no trace of their visits. With that said, instead of setting upfront criteria for who counted as a community member (based on post count, or number of visits, or the length of time they have been involved in the community) I decided to create a sample of individuals who had logged in within the last week. While this will inherently sample more frequently involved users it would also include a sizable segment of other more infrequent visitors. To sample a cross-section of community members in a given week I used the sites member search system to sift through the total number of folks who had logged in over the proceeding week, in this case it was 1740 members.  From there I sampled a randomly selected group of 160 members. I have received 85 responses, giving me a respectable 53% response rate.

Limitations with the sample
In accordance with George Mason’s human subjects review boards requirements I did not contact anyone who either did not list their age or listed their age as less than 18. In the process of creating the sample I rejected individuals that fell into these categories. Most individuals did list their age and only 10 of the randomly selected members listed themselves a under age 18.

While the response rage is acceptable, I will note two reasons for why members may not have responded. The community message system has used as a mass emailing system for bots. In many cases potential respondents required me to offer a range if kinds of evidence to demonstrate that I was in fact a human before they would click the link to take the survey. Aside from fear of bots, in two cases I heard from individuals who were uncomfortable taking a survey in English because it was not their native language. This suggests that the survey may not fully capture the international character of the community.

Becoming Storytellers and Game Makers in the RPG Maker VX Community

A while back, I wrote a post about a very neat piece of software called RPG Maker. I never really got to building a game with it, but I have become fascinated with the community that has come together around the software.  This post begins a series of entries about a research project I have started to explore how this community is scaffolding game players into game makers. In this post I will briefly outline some of the interesting. The image below shows an screen shot from Prelude to Identity, a well received game in the community.

Image from popular RPG Maker Game Prelude of Identity

Daily Composition on the RPG Maker VX boards

Everyday several hundred members of the RPG Maker VX Community read through a new set of project development posts on the community’s forums. In each of these posts amateur game designers, primarily between the ages of 18 and 24, share 500-1000 word game proposals for community critique. These posts include elements of traditional composition, like the proposed games setting, characters, and storyline. They also include elements unique to games as new media, like the proposed game’s mechanics, artwork, and audio. Over the next few days, each of these proposed projects receives extensive feedback from the community. After substantial revision, refinement, development, and continued engagement with the community, some of the community members’ complete their games and share them with the group.

For an example of some of the thoughtful kinds of design and composition that goes into creating game maps see Mr. Moo‘s video of a follow up game Crescendo of Identity.

Short Outline of Project Methods

I have received permission from my schools human subjects review board to explore the community through a diverse set of methods. I have started conducting a survey to get a sense of community members activity, behaviors, and participation. In a few weeks I will start and a set of interviews with community members to get a deeper sense of how members understand their participation and explore some of the various roles they are taking on. My goal is to then use the survey and interviews to help add texture and context to a detailed analysis of community interactions as preserved on the message boards.

I have already started to get back survey results. I am excited to share some of the preliminary information here in the next few weeks.

Evolution in Spore: A Case Study in Player Agency

Spore is not a good game for learning about evolution. As many have eloquently articulated the games mechanics clearly place the player in the role of intelligent designer. With that said, I think this case provides an interesting moment to explore the relationship between the role the game puts players in and what players do with that role.

While I would agree that the game does not teach people about evolution, I haven’t seen anything about how players are actually understanding and interpreting the game. This is indicative of a trend across game criticism and scholarship. Instead of exploring how games are understood by their players, they are most frequently analyzed with the assumption that any perceived in adequacies in the mechanics of a game will transfer uninterrupted into the minds of the games players.

To underscore the problems that arise in this kind of thinking I present an extreme case. Below is Youtube user, KyoraMishiso’s interpretation and presentation of the game. Kyora is a young aspiring cartoonist who reports her favorite artist as Enriquo Rermi. Two years ago she posted this video, titled. “Spore Evolution” Below is her video.

In this example Kyora has used the game as a platform for telling a story. She is using the game, not the other way around. She took the mechanics of the game and filled in the gaps in the games treatment of evolution with her own knowledge. She then created this video, which has now been watched more than 60,000 times, to articulate her interpretation of the game. While I see no reason to accept her understanding of the game as anything more than a personal one, quite frankly, an understanding of how one individual engages with the game is more than most analysis of the game which I have seen.

I offer this example to illustrate one way in which a player has engaged with the game. With that said, this sort of example should provide a wake-up call to individuals that think understanding games does not require understanding how players understand, interact with, and make use of their game play experiences. While analysis of the game as artifact can provide valuable information about it’s creator’s intentions those intentions are just one layer of a games meaning. Each player brings their own experience into dialog with the artifact to make their own meaning, and I think this example helps illuminate the need to understand the meaning players make as they co-construct their experiences in games.

I think cases like this point out how frequently those interested in studying games start out by asking the wrong questions. Instead of asking, what does a game mean; we should be asking what does a game mean in a given context? We should be looking at how are players using the game and what kind of agency they are expressing through interaction with the game. What argument is the games creator making and how are it’s players understanding, misunderstanding, agreeing with, rejecting, or otherwise complicating that meaning?

Simulation As A Way of Knowing: First Reflections on Will Wright's Keynote at the 5th Annual Innovations in e-Learning Conference.

It’s not everyday that one gets to swoon as a big time fan boy. Will Wright spoke at the Innovations and e-Learning Symposium and I had the chance to stake out a spot right in the center of the room and soak up a bit of Wright’s visionary gamer visions. Beyond making some of the biggest games of all time (SimCity, The Sims, and Spore to name a few), Wright is also one of the most thoughtful game thinkers around. Below are a few of the pieces in his approach to his sort of games that I think are the most interesting/ innovative/ and crucial.

picture-20

1. Simulation itself is a powerful, and constant way in which everyone understands the world. We are always creating models of what will happen, how people will react, based on our schema’s and our experiences which ultimately inform our actions.

2. The games he builds create possibility spaces. You make your own stories, you have the ability to restart and take a different branch. On a very basic level this like the branching narrative you get in those old chose your own adventure novels. The bigger sandbox worlds we see in things like Civilization, The Sims, and GTA offer much more sophisticated multidimensional trees, but the concept is the same.

3. For Will when gamers play games they are actually reverse engineering the game as they play it. While a parent watching their child play Wolfenstein might be taken back by the violence Wright suggests that Kids see the higher level of abstraction the power-ups, a door to the next level. In their minds its more like playing chess.  They are abstracting the grammar of these game worlds. Inside the mind of the player they are honing in on the elements, the design decisions, the mechanics that make the game work and testing their theories, making choices and taking the feedback the game provides to refine and improve those theories. In his opinion the “Best games are the games you keep playing after you walk away from your computer. The games you keep playing through in your own imagination.”

I have a lot of mental digestion to do on this talk, but I have one first thought. If we need to think seriously about the role of the reader when studying a text that need is at least ten times greater when studying the relationship between the gamer and the game. The possibilities afforded by the game are just so much larger. I have some more thoughts on this but I will pick them up later.

Why we need to Play History

In the last few years there has been a wealth of interest in games for learning. A growing body of research on the educational value of games underlines the ways the can engage students like no previous media. There are now conferences and journals dedicated to games and learning, the MacArthur foundation last year granted 50 million dollars to different groups to build educational games, articles in Nature and Science have explored the potential for games to simulated health emergencies and elicit scientific thinking. In short there is a lot of interest and excitement about the potential for games, many of these games are under-construction and many are ready for students and teachers to start playing.With all the interest and infrastructure that has been invested in games for learning there is no comprehensive spot for connecting teachers with the resources which have now cost foundations and universities hundreds of millions of dollars. Many of these games are rapidly built, tested, and promptly shelved, often never having been played by more than a handful of students. It is clear that there is a need to connect these games with teachers. Bringing this bleeding edge technology and learning theory to the finger tips of teachers around the world through a web community.

Aggregating these games is simply not enough. Teachers are overworked, underpaid and often stretched to the limit. This project’s success is contingent on making it as easy as possible for teachers to find high quality content related to their immediate needs in only a matter of minuets. By enabling teachers to search for games by time periods, historical keywords, educational standards and associated lesson ideas the tool would be built to make it as easy as possible for teachers to integrate high quality games and simulations into their daily plans.

As more teachers begin to use the tool it will have the potential to engage other audiences. Several communities have emerged in the last few years as places for independent game developers to share their games with the public. Once Playing History reaches a critical mass of teachers and potential classrooms to play these games it can become a spot for developers to try building games for the classroom with easy distribution across the world. This has the potential for building a community where these developers respond directly to the needs of practicing teachers improving the quality and quantity of games available for theses purposes.

Once this relationship is cemented it will become a rich resource for educational researchers. Through a separate interface researchers will be able to track which games are successful at what times in what parts of the world giving them further information to inform game design.

There is something tragic in the fact that so much money is being spent to develop so many amazing games and simulations, but those resources are often lost and kept out of the hands of the teachers who could put them directly into use. With a small investment in Playing History we can connect the research and development community with the teaching community and in so doing tremendously benefit both groups.

Term Paper 2.0: Reinventing The College Essay Via Wikipidia

I just got out of a great session at Educause that I thought would add another wrinkle to earlier discussions of the value of Wikipedia. The two speakers Andreas Brockhaus and Martha Groom, had students in a environmental biology class write or significaltly edit Wikipedia articles in lue of a traditional essay assignment. (The full power point from their presentation is online.) The assignment is remarkibly similar to what CHNM’s Jeremy Boggs does with students in his History 100 seminar, what can I say, great minds think alike!

The power point does a decent job and is relativly self explanitory, if you have a few minutes it might be worth your attention. But here were her findings.

The Good:

“Students gained perspective on the value of credible sources, and complete citations
Peer review became a more purposeful effort; good critiques more highly valued
Students invested more in their work, felt greater ownership, and experienced greater returns for their efforts
Products were generally better written than typical term papers”

The Less than good:

“Too much choice led to some poor postings (which were deleted)
Timing — Publishing once at the end of course
May be better to publish in stages
Posting deadline with at least one week left to course
Students needed extra guidance to create high quality articles in encyclopedia style
More instructor time required to shepherd students through entire process”

The Verdict:

I think its an amazing idea. Take for example one of the products, an article on deforestation during the Roman period. It’s a very solid piece of work, and the best benefit of all, class work has an impact: Google Deforestation Roman and its the number one hit. Just think of the possibilities!