Showing posts with label Virtual Worlds. Show all posts
Showing posts with label Virtual Worlds. Show all posts

Sunday, May 01, 2011

A curriculum in computer programming, reviewed


You may remember the class exercise for CMS.863J (Computer Games and Simulations for Investigation and Education, taught by Eric Klopfer and Jason Haas) in which our student team created a curriculum for teaching basic computer science concepts and programming skills in World of Warcraft. In late April, an NYU class completed their review of the curriculum and let us know where it was strong, and where it was lacking. Here’s what they had to say:

So our class just finished reviewing several of your curricula to be used within the World of Warcraft environment. We like your concept of teaching computer programming through a process similar to learning gameplay. Your rationale is definitely solid.

You also chose and defined very specific learning objectives. From the perspective of a fellow programmer, these are basic concepts in computer programming that computer science learners would need to know.

Several times in your curriculum, you do a nice job at incorporating built-in functions into the lesson plan, which in turn facilitates better gameplay for the student. This could be a major draw for already experienced WoW players who are looking for ways to improve. What about someone who has less experience/interest in the game?

This brings up a possible limitation with your curriculum: whom do you expect to take your class? You mentioned that young people in general are interested in video games, but it is a specific player that is interested in WoW. Although a learning environment like the one you designed has obvious appeal to those already interested in WoW, those who are not interested in this game might have no motivation to improve their gameplay and therefore learn built-in functions or other commands. It would help if you were more specific when identifying your learner. Then once your learner is defined, do they have the necessary motivation or prior knowledge to complete this curriculum? If not, what kinds of support can you provide to make this learning task intrinsically motivating?

Now from the perspective of an educator, although you have clearly outlined specific learning tasks, your plan on implementing these tasks into a formal learning environment is rather vague. As of now, instructions for your teacher include “ask the students to do…” which is left as is for a lesson plan is not very dynamic. Perhaps you could incorporate actual quests/goals of the game to the lesson objectives. For example, it’s great that you teach certain programming objectives that indirectly teach the player certain built-in functions (e.g. item info, total worth of items in your bag, etc). Wouldn’t it be more motivating if you chose a quest in which knowing what you have in your bag or the price of copper, etc. and being able to pull that information up quickly serves as an obvious advantage in gameplay.

One suggestion is playing on the social aspect of the WoW. It’s unfortunate that the printed scripts only are visible to the individual player. Wouldn’t it be cool if a script your published resulted in actual interchange between players? Or just have another player react to your printed commands? Obviously you are most likely limited by the API or programming language in what a learner can actually change in the WoW environment, but what we want to emphasize is more exercises that result in direct feedback from the printed commands.

After seeing these comments, I totally agree that we missed an opportunity to create a dynamic learning experience with better instructions for teachers and in-world exercises for students. However, regarding the comment about learners who may not have interest in the game, I felt that the boundaries of the assignment were limiting. We were told to create a curriculum around concepts that had to be taught in a classroom environment, using WoW specifically. The fact that some students may have no interest in playing wasn’t something that we had much flexibility to work around, any more than a high school science teacher has flexibility to work around the requirements of using test tubes and Bunsen burners to teach bored students the fundamentals of chemistry. Ideally, a teacher will be able to use the required tools in a way that generates interest and good learning outcomes.

In summary, I think a game like WoW is better than traditional textbooks for engaging students. Besides the fact that almost all college-aged students are familiar with video games, the ability of WoW to allow social interaction, team activities, rewards for better play, and an environment for experimentation makes it a tool that is well-suited for teaching computer programming and other topics. I agree, however, that the curriculum we designed needs better exercises to engage unmotivated students and make the overall learning outcomes better for students and teachers alike.

More blog posts about my MIT experience:

Sunday, March 27, 2011

A curriculum for learning computer programming in WoW

(Updated: See note at bottom of post) What can you learn from the MMORPG World of Warcraft? A lot, it turns out. This is one of my conclusions from taking CMS.863J -- Computer Games and Simulations for Investigation and Education, taught by Eric Klopfer and Jason Haas. It's one of the classes offered this semester by MIT's Comparative Media Studies department, and is also cross-listed under Course 11 (MIT's Urban Studies department). Aside from myself and one other graduate student, all of the other people taking the class undergraduates, many in Course 6.

As indicated by the name of the class, the curriculum centers around computer games and educational theory relating to games and learning. However, like every other media and entrepreneurship-focused class I have taken at MIT, there is also a heavy focus on creating and building (Mens Et Manus is the institute's motto). In February, after getting up to level 13 in World of Warcraft and conducting quests with classmates in-world, we split into teams with the mission of building a sample curriculum around a specific topic area, using WoW as the learning environment.

A curriculum for learning computer programming in WoW
You may find it strange that a game like WoW can be used to study real-world topics, but there is actually a fairly long history of players using the virtual worlds to study or understand various phenomena. Edward Castronova's oft-cited 2001 paper on virtual world economies opened up a floodgate of research and academic discussion relating to massively multiplayer online games. Specific to World of Warcraft, the game has been used to study epidemiology, as well as topics related to learning. In 2008, a paper by Constance Steinkuehler and Sean Duncan in the Journal of Science Education and Technology studied scientific reasoning in thousands of WoW forum posts. They found that 86% of the posts contained "social knowledge construction," or "the collective development of understanding, often through joint problems solving and argumentation."

As expected, many of these posts consisted of discussions around certain classes of characters, spells, weapons, etc. However, 10% of the total posts studied used model-based reasoning, including mathematical models to explain some phenomenon. An example cited in the paper showed one player who apparently reverse-engineered damage algorithms in WoW to compare the abilities of priests vs. mages:

By intuition, you should notice a problem... but I’ll give you the numbers anyways 

For Mindflay, SW:P, and presumpably VT [3 priest spells]: Damage = (base_spell_damage + modifier * damage_ gear) * darkness * weaving * shadowform * misery 

For Frostbolt [mage spell] Average Damage = (base_spell_damage + (modifier + empowered frost) * damage_gear) * (1 * (1 - critrate - winter's chill - empowered frost) + (1.5 + ice shards) * (critrate + winter’s chill + empowered frost)) * piercing ice mindflay = (426 + 0.45 * dam) * 1.1 * 1.15 * 1.15 * 1.05
650.7 + 0.687 * dam 
frostbolt = (530 + (0.814 + 0.10)*dam) * ((1 - crit - 0.10 - 0.05) + (1.5 + 0.5) * (crit + 0.10 + 0.05)) * 1.06 
(530 + 0.914 * dam) * ((0.85 - crit) + 2 * (crit + 0.15)) * 1.06
0.968 * (dam + 579.7) * (crit + 1.15) 
Please notice the 0.687 versus the 0.968. That's the scaling factor. 

After students in our class had gotten the hang of WoW, there were discussions around how the game could be used to study trigonometry and group psychology. Our team, consisting of Andrew Hsiao and Michele Pratusevich (both course sixers) and myself, opted to use WoW as a platform for high school students to learn basic computer programming concepts, using a simple scripting language called Lua that can be run from within the WoW chatbox. Here's the curriculum that we developed:

Teaching Computer Science Through WoW Scripts

Michele and Andrew were the true domain experts here, and designed all four of the CS class exercises and most of the assessment. I concentrated on the introduction, theory section, and managed to create one of the assessment scripts (the simple currency exchange/variables exercise).

WoW computer programming curriculum review

I personally believe the curriculum we designed is a very effective and engaging method for introducing basic computer science concepts to high school students. Once they've established a WoW player account and learned some of the basic game functionality, it's so easy to experiment with the code, and try new functions from the WoW API. Our instructor said the curricula that the student group developed will be passed to testers at NYU, but I don't know if we'll get any feedback on how our CS curriculum fared. If you are a teacher and try it, or are a solo learner who wants to study basic computer science concepts while playing WoW, please feel free to give it a spin and let me know how it works.

My next assignment for CMS.863J, with a different group: Creating a board game to teach fundamental electrical engineering concepts. You can see our test board here, and I'll try to post more information about the project as development progresses in April.

Update: An NYU class has reviewed our curriculum. Their comments can be seen on the post, "A curriculum for programming, reviewed"

Saturday, February 19, 2011

Synthetic voices for the future

During lunch at the Media Lab last week, I told a friend that synthesized voices will never sound like the real thing. It was in the context of machinima, and an idea that I have been thinking about for the past five years (see the section "3D Modding, 3D Media, on my essay, "Meeting The Second Wave").

"Have you heard Roger Ebert's new voice?" he asked. I hadn't, but knew that the film critic/commentator was unable to speak, owing to the terrible effects of cancer. "Check it out, it's amazing," he said. "They used old clips from his TV shows to build a library for computerized speech."

Intrigued, I did. A demo featuring Roger and his wife, originally played on the Oprah Winfrey show, shows what it's like:



Note there are two synthesized voices he uses -- a synthetic male voice from a standard voice software program, and a new product developed by a Scottish company, CereProc. For decades, until the effects of cancer killed his voice, Roger co-hosted a popular television show that covered new film releases. Through the program, he developed a wonderfully smooth talking and debating voice (he frequently sparred and joked with his first co-host, the late Gene Siskel). CereProc was able to leverage this library of sound, so when Roger types a sentence on his laptop, the program "reads" out what he said, stitching together words from his old television programs.

Is the new speech technology from CereProc perfect? No. But it's much better than the synthetic male voice, and really shows where the technology is heading. I can see people in the future "training" a synthesizer using their own voice (or old audio/video clips) for all sorts of functions. It will be a godsend for people who have lost their ability to speak, but can also be applied to services ranging from voice mail/IVR, news programs based on the "voices" of famous (or obscure) people, and machinima.

More blogging about virtual worlds:

Wednesday, May 19, 2010

Steve Jobs: Sorry kids, no Webkinz or Curious George games on the iPad for you!

My kids like Webkinz World, Ganz's kids-oriented virtual world that is based on the purchase of real-world stuffed toys. During a visit to my parents this morning, they said they wanted to play it on their older model Mac mini, and I was concerned it might not work (Webkinz technical problems have been problematic for us in the past).

But then it occurred to me: If it were an iPad, there would be no hope of Webkinz working at all. It requires Flash, which Steve Jobs does not want to see on his mobile devices, including the iPad, iPhone, and iPod touch.

That's excluding a lot of people. One estimate that I found a few months back puts the number of Webkinz users in the millions. And that made me wonder: What about all of the other kids-oriented sites that are out there? Is the iPad excluding these audiences as well?

Curious George Bring It
I did a quick check on the Web. Club Penguin: Requires Flash Player 9. Games on Nick.com require Flash, too. I put the question out to Twitter about any other cases. @Atul asked about PBSkids.org. I checked. Sure enough, Curious George and many other games indeed require Flash to play.

The irony of Steve Jobs' anti-Flash mantra is that kids really do love the Apple's touch-enabled features. My kids love Cro-Mag, Bounce On, and Paper Toss on my iPod touch. I read with much interest this account from an EMC CTO, who describes his teenagers practically abandoning laptops and desktops for the iPad. Some kids-oriented brands (such as the SpongeBob franchise, which has Flash-only games on Nick.com) have branched out to the iPhone/iTouch /iPad platform with dedicated apps.

Is there any hope for Webkinz ever making it to the iPad? While the Apple-approved iPad app Cloud Browse allows a workaround, it is an imperfect and potentially risky solution.  

It's pretty clear that Jobs wants all rich Web applications to retool themselves to a new world order, in which sites conform to official Web standards or conform to the App Store standards dictated by Apple Inc. For companies like Ganz that have invested years in building up a complex suite of Flash-based games that play on most desktop PCs, neither option may be possible (does HTML 5 even support the sort of artwork and UIs that Ganz has for Webkinz?), or palatable, owing to the raw costs and rearchitecting that would be required. That's unfortunate for everyone involved -- Jobs, Ganz, and an audience of mostly young kids numbering in the tens of millions.

Or is it? This is exactly the sort of situation that could lead to an opportunity for a tablet maker or software partner that recognizes a compelling niche opportunity in an area which Apple doesn't want to play.

Sunday, January 17, 2010

Hug a Pug: A virtual world lesson for the real world music industry


This is a post about a remarkable pop song that you've probably never heard of, unless you have kids under the age of 10 who are familiar with an online kids-oriented virtual world called Webkinz World. The song is Hug A Pug. It has legions of young fans who know the lyrics and the dance moves, and play it repeatedly at home. I conservatively estimate that it has been played millions of times since it was released last November, without any radio or cable TV exposure or touring. I think the song offers a lesson on how the music industry can approach content partnerships in the years to come.

Hug a Pug (see video below) is a catchy, danceable number that's under two and a half minutes long. It also has an accompanying animation featuring Webkinz characters. I've tried to find the names of the talented artists who wrote and performed it, but to no avail -- the credit and copyright is given to Ganz, the privately held Canadian company which launched the stuffed animals called Webkinz and the accompanying virtual world in 2005. Judging by the fact that the other monthly music videos are by no-name songwriters penning music and lyrics based on the lives of stuffed animals, my guess is Ganz probably shelled out a relatively small amount of money for the unknowns to write and record Hug a Pug and the other songs on spec, in exchange for most or all rights to the music.

There's an animated video of Hug A Pug on YouTube (see below) but you won't find it on any radio playlist, CD store, or iTunes. Most people have heard it when logged onto Webkinz World, where it is a featured song of the month for November 2009. I don't know how many kids are currently registered to use Webkinz World, but 18 months ago it had over 7 million users, according to Oxford Analytica. You can't miss the song, as it's featured prominently on the site. Many young users watch it over and over again -- it's very catchy, and it also has its own dance moves, which encourage lots of practice in front of the computer screen as the video plays. This leads me to believe it's been seen by at least a few million people, and probably played at least five million times.

Another interesting thing about the song is you can't buy it anywhere. It's not for sale. It's a freebie thrown into the Webkinz World mix, which includes lots of online games (copies of Battleship, Connect Four, word games, etc.) as well as a place where kids can dress up the online versions of their real-world stuffed animals and decorate their Webkinz' rooms.

Why spend money to produce a song, if it's not for sale, and eats up lots of IT resources to host and stream? My theory is the song is intended to boost engagement by encouraging return visits to the online world, which is one of only two places it can be played (the other is YouTube). This not only leads to sales of "pets of the month," but also indirectly builds loyalty to the virtual world and additional purchases of the real-world stuffed animals and other merchandise offered by Ganz. Most Webkinz cost between $10 and $20 on Amazon (see ad at right for the current US$ price for the Webkinz pug), but the company has expanded into lower-cost items for existing customers (clothes, charms, etc.) as well as more expensive toys. A Webkinz "Zumbuddy" might cost anywhere from $25 to $40, but lets users unlock a secret part of Webkinz World where there are more activities to play. Getting users more engaged in the world, and not getting bored of old attractions, is the key to keeping them coming back and spending more money. It's a strategy I've seen for many other virtual worlds and MMORPGs, such as World of Warcraft, where new expansion packs and campaigns are released every year or two.

While some people in the music industry may chuckle at Webkinz World and the idea of writing music for 8-year-olds, the fact of the matter is Ganz has a minor hit on its hands (check out some of the hundreds of comments under the YouTube video). Struggling record labels know that getting a hit and connecting with niche audiences is no easy feat. There might even be an opportunity for them to leverage virtual worlds to give their own artists or musicians some extra visibility ("Miley Cyrus sings the Webkinz World June 2010 song of the month!"), work out additional merchandising arrangements in the real/virtual world ("Slash's hat for your pug!"), or take on tasks relating to commissioning appropriate songs and establishing in-world radio stations with other exclusive material that can help virtual world producers keep people online.

There are also some additional opportunities for Ganz and the musicians. Why not sell Hug A Pug or another popular song, "Mustache Louie," on iTunes? Or, sell a disc of monthly hits or B-sides by the same artists? I am sure there are a lot of 9-year-olds -- and even some of their parents -- who want to hear these songs on their iPods.

Watch the video below, or leave comments in the field at the bottom of the post. If you know the artist who wrote and performed "Hug a Pug," let us know!

Video: Hug a pug



Sources and research: Ganz corporate website, Webkinz World, YouTube, CNet, Oxford Analytica

Related posts by Ian Lamont:

Friday, December 04, 2009

The Tiger Woods accident simulated in 3D shows the future of newscasts

Spotted on Fake Steve Jobs: A video from a Taiwanese news program that depicts Tiger Woods' car crash using 3D animation (starts at 15 seconds in):
Some people may find the use of an anguished avatar (Woods' wife) in a machinima clip to be funny. Indeed, I suspect that this unusual format for reporting the news is the reason it was included in a well-known parody blog. But for years we've seen similar techniques used to simulate airplane crashes or the microscopic interactions between drugs and the human body -- why shouldn't computer-generated environments be used to depict a car crash or other commonplace events?

3D news applications are often experimental (see my 2006 post on NewsAtSeven) and when you do see simulations of events on U.S. news stations, they tend to be limited to the national networks that have the required staff and computing resources. But once machinima tools get easier/cheaper to use, and/or incorporate public mapping data and even models of building interiors, I expect that the use of news simulations will rise dramatically. They will will get more sophisticated, too, thanks to the geodata as well as near-photorealistic computer graphics.

There is also the possibility of bringing 3D anchors into the scene, and incorporating other types of metadata, as I described in a 2007 paper:
In the future, similar news applications could allow 3D avatars to be customized to mimic real news anchors (Walter Cronkite, Katie Couric, Jack Williams), other real people (someone's father, a favorite teacher, a politician), characters based on a set of self-selected attributes, or one's own avatar. The avatars might be seated in a simulated newsroom, or could be moved to a computer-generated environment that mirrors the real-life location where the news that he or she is describing took place. The environment might be based upon geotags and other metadata that were generated by the original reports and video footage. The news itself can also be fine-tuned, based on specific categories, locations, times, and keywords chosen by the viewer. I may choose to have the first half of my newscast consist of developments relating to the New York Stock Exchange in the previous 24 hours. For the second half, I may restrict my anchor to reading reports that mention "China" or "Beijing" in the lede and have accompanying video footage sourced from any clip taken in Beijing or Shanghai within the past six hours. Detailed metadata would be crucial to creating such a report.
So, don't assume that the 20th century model used by newscasts today to report recent events -- handsome people in suits  reading from teleprompters and rolling clips of prerecorded video -- will hold true in the years to come. We'll be seeing more 3D simulations, animations, and avatars, as well as an increased use of Internet-based data sources to get an understanding of the news.

Thursday, September 24, 2009

"The Gates Unbarred" review, part II: Shinagel's views of distance education

(See part I of the review here) (Update: Richard at ClueHQ has responded in a blog post. The link to the post and my response to him is at the bottom of this entry) I've written extensively about distance education on my blogs, and have been critical of the Extension School's portrayal of distance education courses as being an acceptable substitute for in-class instruction. The missing elements? Dialogue with professors and students. The chance to raise your hand and get an instant reply or steer the discussion in a new way, and everyone in the class being aware of the debates. The idea that email, prerecorded lectures, and asynchronous message board exchanges can completely replace being in a room with your professor and classmates is ridiculous, yet that's exactly what the Extension School is promoting -- particularly for the undergraduate ALB and graduate ALM in IT degrees, both of which can be earned with upwards of 90% distance education credit (i.e., as little as a single semester or two seven-week summer sessions on campus).

I am not slighting the efforts of distance education students, some of whom put more efforts into their studies than their in-class counterparts. But I feel very strongly that the Extension School has failed to make a case that the current toolset and methodology can replace in-class instruction. I think that the Harvard Extension School's liberal credit policies for distance education are a mistake, and should be reevaluated as soon as possible.

That's my take, at least. But what about the perspectives of the Extension School administration? The Gates Unbarred presented a special opportunity for understanding the DCE administration's official views of distance education. And after reading what Dean Shinagel had to say about computer-based distance education, not all of my takeaways were negative. Two things were apparent:

First, it is clear from reading Shinagel’s account that The Extension School is a pioneer in this arena, and both he and several senior Harvard faculty deserve recognition for their efforts.

Second, even though the Extension School has failed to make a case that Web-based instruction is a suitable replacement for traditional face-to-face learning, at least a few people in the Extension School administration -- most notably Henry Leitner, Harvard's associate dean of information technology and CTO for the Division of Continuing Education -- are aware of some of the problems, are willing to experiment in an effort to improve the pedagogy, and, most importantly, are asking the right questions about how Web-based instruction might be improved.

Shinagel does not dwell on the limitations in The Gates Unbarred. He obviously sees the massive expansion of distance education as a remarkable success. Much of chapter XIII, "Extension Courses Go Online," is devoted to the history of computer-based distance education at the Extension School, which dates back some 25 years. The stories are very interesting, starting with the first "Teleteaching" experiments (using PCs with special software, telephones, and modems) in the mid-1980s. Leitner, who was then a senior computer science lecturer at Harvard, actually conducted a five-week class on artificial intelligence with students at Beijing Normal University in 1987, which was surely one of the first such international efforts involving U.S. and Chinese universities. By the late 1990s, the Extension School was teaching a number of math and computer science classes based on Mathematica software running on Apple computers. However, in 1998 the school decided to limit itself to CS classes on this platform "because of the problems involved supporting distance students’ need to deal with software installation," Shinagel writes.

Internet-based education started to get a boost at this time, but was hobbled by immature multimedia technologies and a lack of tools for Web-based learning. Remember, the Web was still in its infancy in the late 1990s. Leitner's solution? Build a dedicated Extension School platform for Web education. He enlisted one of his students, Antonio Aranda Eggermont, to lead the effort, and the result was "a system that would enable the Extension School to expand the number of courses available online," Shinagel writes. In the 1999-2000 school year, the dean’s annual report included a separate section on distance education, evidence of its growth and increasing stature.

As distance education expanded, many eyes were focused on the Extension School's experiments. Shinagel mentions reports that were supported by various University offices (including the Harvard Provost’s Office) that either evaluated the effectiveness of Harvard’s distance education efforts and/or recommended strategies for future expansion. It would have been helpful if the Extension School or the other participating departments posted them on the Web, but in the absence of the full reports, I only have Shinagel’s summaries and interpretation to go on. He said:
  • "The initial findings and recommendations of the provost's grant study were on the whole encouraging and pedagogically useful." (185)
  • "The findings illustrated strong support by faculty and their distance students and recommended a strategy of continued growth, especially focus on ‘hybrid courses,' whereby students had the option of attending class and reviewing the lecturers over the Internet." (184)
  • "Other factors that emerged from the study supporting program expansion included offering more introductory-level courses and more technical courses for prospective distance students competent with computers." (184)
  • "The motivation of students to enroll in a Harvard Extension School distance course, was predictably, the Harvard University image and reputation, which underscored the need for the program to live up to expectations of academic quality associated with the Harvard brand." (184-185)
But other sections hint at negative views and even resistance to Harvard's aggressive push into distance education:
  • "... Teaching and learning in distance courses clearly were perceived as different, especially as faculty and students alike were experimenting on how best to create a sense of community in class and online with electronic communications. Distance students needed more supportive attention, particularly at the beginning, to ensure a good learning experience. Faculty also needed more support as they attempted innovations in their teaching styles when dealing with in-class and online students simultaneously. Teaching assistants required special training and support for their duties with websites, discussion groups, and bulletin boards because students demonstrated that they had different learning styles as they interacted with technologies associated with distance courses." (185)
  • "Since distance courses inevitably involved more work for faculty, it was necessary to develop a system of incentives to induce them to put their courses online." (184)
  • "... The challenge was to attract more of Harvard's senior faculty to participate in the distance program. ... Henry Leitner was feeling particularly frustrated by this situation, as the newly created Master of Liberal Arts in Information Technology Program was experiencing a dearth of involvement by his busy Harvard colleagues." (186)
Leitner and others came up with an interesting idea to address this last issue. Their solution: offer videotaped daytime classes as online-only courses for HES students. An experiment was proposed, using a Harvard College networking class taught by H.T. Kung and approved by Dean Harry Lewis of Harvard College and Division of Engineering and Applied Sciences Dean Venkatesh Narayanamurti (later the dean of SEAS).

Shinagel deemed the experiment a success, noting that the 13 HES students who completed the course (out of 18 who registered) had overall scores that were comparable to those of the more than 100 Harvard College students who took the same class during the day. He said that the experiment showed "faculty could teach simultaneously an in-class and online audience without cumbersome technology interfering in the teaching and learning processes."

But after reading this, I have to ask: If distance education technology is viewed as so cumbersome to instructors, then how does that affect the teaching and learning processes for the more than 70% of distance courses at the Extension School that are not based on the rebroadcast Harvard College classes?

There was also the issue of student involvement. In the experiment with Professor Kung’s class, any one of the Harvard College students could raise his or her hand to ask a question, or participate in spur-of-the-moment classroom discussions. What was the experience of the 13 HES students? Was there any opportunity to interact with the professor? If so, was the nature of that interaction emails or telephone calls that might only be experienced by a single student, or threaded discussions that involved the professor, TAs, and other members of the class, including the College students?

It’s great that the HES students who stuck with the class were able to prove themselves academically, but I am very concerned that they and other distance education students have been given a watered-down educational experience in terms of interaction with faculty and fellow students.

Indeed, on page 189, Shinagel mentions a separate research effort involving Leitner that addressed "how best to deal with the spontaneous ideas and contributions of distance students." So this issue was definitely on their radar screens. Leitner’s report elaborated, "one of the primary complaints about slides that were synchronized to streaming video and audio was the distance student’s inability to interrupt and ask questions ... Some students felt frustrated by the noninteractive nature of the presentation." The technological solution that was proposed in the report -- a "help" button and submission form tied to a data-mining application that helps identify potential "sources of miscomprehension" for teachers to review later -- hardly seems like an effective way to fix the noninteractive nature of the presentations, and relieve the students’ frustrations at not being able to raise their hands and get an immediate answer.

Nevertheless, the school pushed ahead with the expansion of distance education, nearly tripling the number of classes from 36 in the 2002-2003 school year to 100 just four years later. The implementation of formal credit policies around distance education took a few years to catch up. Shinagel does not address these policies, and in my opinion, it's not surprising why: Asynchronous online education has not been established as a replacement for in-class instruction, yet Extension School policies enable students in several disciplines (including the Extension School's main undergraduate program) to earn upwards of 90% of course credit over an Internet connection, with only a token presence on campus for the rest of the time. This is very questionable. Indeed, many people at Harvard have warned against regarding online communications as a replacement for classroom-based academic exchange:
"You can't replicate an entire Harvard education ... I'm not sure you'd want to."
-- Henry Leitner, Director of Academic Computing at Harvard's Division of Continuing Education (1999)
"No one should believe that electronic communication can be--or should be--a substitute for direct human contact. But the electronic process has some features that do permit an actual extension of the scope, continuity, and even the quality of certain forms of interaction, even though communication over the network lacks other absolutely essential aspects of 'real' conversations in the presence of 'real' people."
-- Neil L. Rudenstine, Pointing Our Thoughts. Harvard University Press (2001) from the text of a 1996 speech

These views are more than a decade old, but one doesn't have to look far to find more recent assessments that question Internet-based instruction, including Harvard faculty who are themselves active users of Internet and mobile technologies. Michael Sandel, who manages to have rich dialogues and debates with hundreds of Harvard College students taking his "Justice" class, told The Chronicle of Higher Education that "I don't believe that it's possible fully to replicate the in-person classroom experience using new technology", such as video and online resources. Another Chronicle article citing recent research into online education noted that nearly half of instructors who had taught online classes in the past felt that "learning outcomes" were inferior or somewhat inferior to face-to-face instruction, compared to 38% who felt that outcomes were the same (see report).

Another issue to consider: Why has no other school at Harvard embraced Internet education? It is no longer a futuristic concept -- in the past ten years, scores of Harvard faculty and hundreds of teaching assistants have taken part in the Extension School's online courses. They could easily be cross-pollination agents with Harvard's other schools, bringing enthusiasm, experience, and technology tools to their departments and colleagues. Yet aside from a few experiments (such as the Extension School's virtual reality classes, taught by faculty associated with the Law School's Berkman Center for Internet & Society) I am not aware of any other Harvard academic unit embracing Internet education, offering class credit for online courses, let alone granting degrees with only a bare minimum of time spent on campus. If the other schools don't see online education as an acceptable learning alternative or credit substitute for their students for even a single class, why is it OK for HES degree candidates?

At the end of The Gates Unbarred chapter on the history of distance education at the Extension School, Shinagel claims that HES "established a reputation for leadership, innovation and academic excellence in distance education." (197) I concur with the first two descriptions, and admire those distance students who have proved themselves capable of academic excellence. However, I strongly disagree with the notion that online forms asynchronous learning, teaching, and communication styles can serve as a substitute for in-class instruction -- at least with the current technology toolset, and to the degree that the Extension School now allows. That may change in the next five or ten years, but until it does, the Extension School should rethink its online credit policies.

(Richard at ClueHQ has responded to my views on distance education at Harvard in a blog post, "Distance Education and the Harvard Experience: A Response to Critics". At the bottom of his post, I have responded.)

Update: Since writing this review of The Gates Unbarred, I have taken an online math class for credit (not at the Extension School, but at a very well-regarded public university), and have this to say about the online education experience:

Tuesday, September 08, 2009

Webkinz loading problems? Join the club!

Longtime readers of the I, Lamont blog may remember an episode from a few years back, involving the Ganz Corporation's poorly planned and executed foray into virtual worlds. Our issues were eventually resolved, but many webkinz users were ripping mad over the technical problems.

But tonight we got another taste of Webkinz frustration, after attempting to log on following an interval of about 3 months. First, my child was greeted by a EULA about the length of the Constitution and equally impenetrable. Then, we watched the system get hung up on the "loading" screen. We waited for 10 minutes before I put her to bed, but I left it on longer, thinking it might need to reconfigure her "world" based on the long break since her last logon, or some other new introduced variable relating to the EULA, expired pets, or something else. I gave up another 20 minutes later.
webkinz problems
I don't know if we will bother anymore. There are other online worlds for kids, or we can do something else -- board games or books.


Monday, July 06, 2009

An academic gets a rise from "breaching experiments" in City of Heroes/City of Villains

(Update at bottom) This is interesting. A university professor has released a sociology study (which will soon be made into a book) using players in the MMORPG City of Heroes/City of Villains as research subjects (see video at the bottom of this article which shows gameplay). I saw it discussed on Hacker News, and read the article on nola.com that prompted the debate. After reading the 2008 research paper ("Play and Punishment: The sad and curious case of Twixt") I thought that I would give some analysis here on my blog, and add some of my own thoughts regarding academic ethics.

From a high-level examination, the study seems harmless. In it, Loyola professor David Myers exploited differences between the online game's official rules (mostly governing gameplay and competition) and unofficial rules (mostly player-created social norms) to study group behavior. Starting in late 2006, he used his player to build specific scenarios and observed the reactions of other participants.

But drilling down to his methodology, the study veers into uncomfortable territory. Myers didn't just play the game, he actually used his hero character "Twixt" to sabotage other people's enjoyment by violating the game's unofficial social norms. In other words, he took the role of an antisocial griefer to an extreme in order to drive social and emotional reactions, which he then used to support his thesis.

Here's how Myers describes his methodology:
These three sets of behaviors – rigidly competitive pvp tactics (e. g., droning), steadfastly uncooperative social play outside the game context (e. g., refusing to cooperate with zone farmers), and steadfastly uncooperative social play within the game context (e. g., playing solo and refusing team invitations) – marked Twixt’s play from the play of all others within RV.
Translation: He killed other players in situations that were allowed by the game's creators but frowned upon by the majority of real-life participants. For instance, "villains" and "heroes" aren't supposed to fraternize, but they do anyway. When "Twixt" happened upon these and other situations -- such as players building points by taking on easy missions against computer-generated enemies -- he would ruin them, often by "teleporting" players into unwinnable killzones. The other players would either die or have their social relations disrupted. Further, "Twixt" would rub it in by posting messages like:
"Yay, heroes. Go good team. Vills lose again."
The reaction was overwhelmingly negative. People used message boards and in-game chat to tell Twixt how much he was hated, what a terrible player he was, and worse. While Myers was technically following the rules of permitted gameplay, he was violating the rules of conduct to such a degree that even heroes were begging for villains to kill Twixt in the game.

There were also some extremely disturbing reactions to the experiment. Myers received at least one threat to kill him in real life, although it's not certain if the player who said this was being serious, as Myers' real identity was not known to other players at the time. This video interview with Myers discusses the incident:
Computer Game Threat

All in the name of science, right? Anyway, here is how Myers' summed up the implications of his experiments:
In real-world environments, "natural" laws governing social relationships, if they exist at all, are part of the same social system in which they operate and, for that reason, are difficult to isolate, measure, and confirm. In Twixt’s case, however, two unique sets of rules – one governing the game system, one governing the game society -- offered an opportunity to observe how social rules adapt to system rules (or, more speculatively, how social laws might reproduce natural laws.) And, the clearest answer, based on Twixt’s experience, is that they don’t. Rather, if game rules pose some threat to social order, these rules are simply ignored. And further, if some player -- like Twixt -- decides to explore those rules fully, then that player is shunned, silenced, and, if at all possible, expelled.
I had a couple of additional thoughts about Myers' study. When I was in grad school, we devoted some time during the required proseminar to academic ethics. As I recall, experiments in which subjects were not made aware they were taking part in an experiment were to be treated very cautiously. The example that was brought up in class was a 60s-era study that involved a researcher monitoring the activities of men having sex in a public restroom that was known as a pickup spot for anonymous rendezvous. Such a study could not happen now without raising red flags, owing to privacy and consent issues. While Myers' research did not infringe upon players' intimate lives, he apparently did not get their consent and he did not reveal that he was an academic conducting research.

There is also the emotional element to consider. He was manipulating people's feelings for the sake of an experiment. That seems questionable, despite the suggestion in the nola.com article that he was surprised people reacted the way they did.

I believe Myers anticipated he would draw an overwhelmingly negative emotional reaction before he even started his "breaching experiments." It's not just that people hate to lose. Myers has studied video games since the 1980s, and played City of Heroes/City of Villains for thousands of hours before he started his research. Surely he knew that killing other players in such a fashion went beyond griefing -- these virtual characters are representations of the people who play them, and the advanced characters have taken huge chunks of personal time to build. The article on nola.com notes that "Myers was stunned by the reaction, since he obeyed the game's rules." This seems a bit hollow. After all, he acknowledged that his methodology employed "steadfastly uncooperative" tactics -- what was he expecting, a medal? The social rules may not be explicit as the official game rules, but he must have expected negative consequences for violating them in such a manner, just as employing uncooperative behavior in a real-world situation would prompt negative or even angry reactions from others.

Update 7/7/2009: I found Professor Myers' blog, and a post in which he addresses the academic ethics involved in his research. First, he suggests that this is not technically an "experiment":
... this study is not really an experiment. I label it as a “breaching experiment” in reference to analogous methods of Garfinkel, but, in fact, neither his nor my methods are experimental in any truly scientific sense. This should be obvious in that experimental methods require some sort of control group and there was none in this case. Likewise, experimental methods are characterized by the manipulation of a treatment variable and, likewise, there was none in this case.
He goes on to claim that the lack of consent from the people in his research does not constitute an ethical breach:
The matter of informed consent in this case, because of the reasons above, is really more of a legal than an ethical issue. You will note that I reveal no real-life identities. Nor do I use player globals. The names of toons I do include in the paper are entirely immaterial to the paper’s content and could easily be changed – which I am quite willing to do, though I think it will make little practical difference to the players involved. Most of them, I think, would rather have the names in rather than out. None of them, after all, despite the claims of some, were “treated” or “manipulated” or “harmed” in any way. They were simply observed in how they played within the zone, similar, perhaps, to observing how people shop inside a shopping mall.
This is a false comparison. The players were not "simply observed," they were subjected to what he calls "steadfastly uncooperative" behavior. If he were to employ corresponding behaviors in a shopping mall, the result would almost certainly be verbal abuse from mall patrons and ejection from the property for harassment.

Finally, he refers to a Terra Nova discussion on informed consent, which is a great read. However, he did not follow the same rules of engagement as Terra Nova author Constance Steinkuehler, who says:
My general MO to date has been to keep the lines between my professional identity and my Lineage identity transparent to whoever is interested, treating in-game disclosure of information about my 'academic' life the same way I treat academic disclosure of details about my 'game' life, based on the notion that I am bound to both communities to be generally forthright about what I do.
Feel free to add your thoughts below about these issues.

A video of the gameplay in City of Heroes/City of Villains:

Tuesday, April 21, 2009

The open-ended first-person shooter: A template for 21st century storytelling?


I've been playing videogames since the 1970s. I didn't try out a first-person shooter until 1996, when I happened upon a copy of Doom on a used ThinkPad I purchased in a Hong Kong computer bazaar. The 3D environments, the challenges, the puzzles, and the action were addictive, and I was hooked. Since then, I've played about a dozen or more FPS titles on various hardware platforms. My favorites: Return to Castle Wolfenstein (for the Mac) and Half Life 2 (for the original Xbox).

That is, they were my favorites until I tried Fallout 3 for the Xbox 360, created by Bethesda (see interview below, which includes some clips of gameplay -- note that it is extremely violent, and not suitable for children or the sqeamish). This FPS is similar to the titles mentioned above in that users play a character that has to use wits, exploration, and shooting skills to win the game. However, there are two additional elements that really set it apart:
  • Characters become good or evil depending on their actions in the game
  • The 3D environment is an open world instead of a fixed channel

While I'd heard of other games that had different outcomes depending on how you played the game or whether you were nice or mean, and had seen how cooperative/antagonistic behavior impacted massively multiplayer online games like World of Warcraft, Fallout 3 was the first such FPS with this feature that I had a chance to play.

It was intriguing to see how non-player characters (computer-generated "people", animals, and robots) interacted with or reacted to my character, based on how he behaved. It totally changed the gameplay -- in some instances, getting "bad karma" resulted in being attacked and killed, or potentially losing the assistance of certain NPCs.

For example, an NPC named Paladin Cross came to my aid at one point and basically helped me survive several major combat situations. But, because she is associated with an honorable group that is out to save the world, the paladin is programmed to leave if the player steals from or hurts allied or innocent people. In other words, being bad in her proximity makes the game more difficult.

In other instances, being nice to strangers opened up new missions within the game (usually to deliver something, find an object in a difficult place, or locate someone.) I generally tried to play "nice" throughout the game, and gathered mostly good karma, but I wondered what would happen if I was bad throughout.

The second major change was the world of Fallout 3 – the "Capital Wasteland" around a post-apocalyptic Washington D.C., was an open-ended world. This is not typical of the FPS titles I've played in the past, where the player is channeled through specific locations in order to advance to the next level, and exploration is limited to that channel. In Fallout 3, buildings, subways, and cave systems usually have fixed channels that control the player's path, but outside it's possible to wander anywhere in the world (kind of like an MMOG), have random interactions with the beings encountered there, and enter buildings and do missions out of order. This adds a random, almost serendipity feel to the game, and is great for "explorer" personalities like me (see Richard Bartle's list of virtual world player taxonomy).

Along with the good/evil element described earlier, the open-ended nature of the game guarantees that no two games will be exactly alike. This is different than the models established by Doom, Half Life 2, and the popular WWII FPS titles I've played in the past, in which there is only one real path to take, and only one outcome to the game (or two, if you include the death of your character). In Fallout 3, the player is given a plot framework and has a lot of leeway to take the story in new directions.

This aspect of Fallout 3 -– along with the beautiful environment created by Bethesda's artists and various unexpected twists and characters -– made me wonder if these types of open-ended games are the template for 21st-century storytelling. I've alluded to the possibility of user-customized machinima in earlier writings (see Video, Computer-Generated Environments and the Future of the Web and "Meeting the Second Wave: How Technology, Demographics, and Usage Trends Will Drive the Next Generation of Media Evolution") but Fallout 3 involved active play within the story world, instead of passive consumption of a customized, linear plot.

The immersive experience of moving about this desolate, beautiful 3D world (unbelievably gorgeous and detailed in HD), and interacting with a wide range of characters, creatures, and subplots reminded me of some of the rich fantasy worlds created by storytellers such as Ridley Scott's team (Blade Runner) and Gene Wolfe (The Book of the New Sun). Of course, those stories centered around violent, loner characters on a futuristic mission. This dovetails with the FPS genre, but other types of stories – romance, comedy, drama – may find their 21st century voice in customizable machinima.

Video interview with Fallout 3 designers (Note: Very graphic violence depicted in some gameplay clips. If you cringed watching the introductory scene in "Saving Private Ryan," don't watch this):




Monday, March 02, 2009

Follow-up: My online education experience

(Note: Since writing the post below, I have taken a for-credit online math course. My review of the online math class can be read here.) Last September, I signed up for Michael Sandel's online "Justice" class through the Harvard Alumni Association. I was not as interested in the topic as much as I was interested in sampling Internet-based learning, which was the subject of a post on my graduate school blog last autumn ("Distance education at Harvard: I'm not convinced") and a response from a friend who is getting his undergraduate degree through the Harvard Extension School's distance education offerings (see ClueHQ, "Is Distance Education a Problem at Harvard?").

I should note right off the bat that Sandel's online class is not currently part of the Extension School's online offerings, although it was at one point in the past. I did not sit through all of the sessions, nor did I complete any of the assignments that the in-class students had to deal with. Nevertheless, after taking part in Justice, I am able to offer a basic evaluation of Web-based distance education based on prerecorded video and asynchronous communications tools, the same format used for most of the Extension School's online classes.

I found that many of the concerns that I raised last year about online education were validated. While the video of Sandel's prerecorded Harvard College lectures were wonderful to watch on a lazy Sunday morning, I felt very isolated by the experience of having to sit on my hands while he fielded questions from the in-person group and debated various philosophical and legal concepts with them. The class blog set up for alumni had some interesting discussions that popped up after the videos were aired, and Sandel had "online office hours" to discuss the class with participants (apparently following the format his class used when it was offered through the Extension School), but it just wasn't the same. The quick give-and-take and the ability to steer a classroom debate in a different direction with a spontaneous question or example was entirely absent, as was the experience of turning to the person sitting next to you to talk about the class. And while it was nice to be able to stop the video to take a break, or replay certain sections, I also found that it was very easy to be distracted by IM, the phone, and other browser sessions.

Harvard seems to be aware of the limitations of this type of distance learning, and indeed only the Extension School has embraced asynchronous online learning as a substitute for in-class instruction for credit at the university. It's worth noting that one of the few other entities on campus that actively experiments with online education -- the Berkman Center for Internet and Society -- has concentrated on real-time class sessions using Web technologies and virtual worlds like Second Life.

Of course, these technologies have their own drawbacks -- they may require extra staff and a steep learning curve to effectively employ. Nevertheless, they at least allow the spontaneous group discussions and other forms of conversational learning that I believe are still central to a modern university education.

Update: More than one student has described to me the difficulties inherent in online communications with instructors and TAs.

I heard from one HES student who took a Java programming class that was offered as a distance ed class in the ALM in IT program. He said that there was nearly "0%" interaction with the instructor and distance TA, zero feedback on assignments, and all of the assignments were recycled from the previous semester. Another student complained to me that he was unable to get in contact with a TA to discuss an important assignment, and a third, posting on the Extension Student online forum, complained that the "TAs who are running the show appear to be very weak at communications."

Online communications breakdown shouldn't come as a surprise. On the Internet, students are usually associated by their email and discussion board interactions. For in-person classes, teachers get to know students' faces, voices, and willingness to take part in class discussions. Instructors for many courses encourage students to raise their hands to ask questions during class sessions, and it is usually possible to talk with a teacher or TA before or after class, or during office hours. Students can't be ignored in such a setting. Online, however, it is very easy for instructors to overlook electronic communications, which can lead to a great deal of frustration for students. For distance students at the Extension School, there are no required "office hours" in which students can call or reach out to instructors.

Disclosure: I am a board member of the nonprofit Immersive Education initiative, which seeks to develop best practices and standards for education in virtual worlds.

Sunday, February 22, 2009

What role do virtual worlds like Second Life play in publishing?

More questions from the interview with the Emerson graduate student:

Question: What role do virtual worlds like Second Life play in publishing? Is it a social medium, like Digg; a delivery system, like RSS; or is its role in publishing (if any) unique?

My answer:
A lot of people drank the Second Life Kool-Aid in 2006 and 2007, and got burned when it didn't pan out as a magical place to do business or attract new customers. Several news organizations attempted to set up outposts in SL and failed to make any impact on their audience or newsgathering mission. Wired and Reuters spring to mind as examples. I actually remember someone in IDG floating the idea of building a brand outpost in SL at a meeting after some PR agency pitched it. I and another colleague objected, and nothing ever came of it, thankfully.

That said, there is a value in Second Life for understanding news. It is a visual medium, and is very much able to simulate places, objects, and events. Companies are already using SL to simulate products and demonstrate their services. At some point, I expect news organizations will use Second Life to simulate an event. Imagine a news organization that wants to explain to readers how a crime or fire took place, and using SL to model these events.

Second Life is also an effective way for people and small groups to communicate. I have reported on demonstrations (and counterdemonstrations) taking place in Second Life, and I expect these types of events will become more commonplace as they are easier to carry out than travelling to a site in person, and don't involve danger or embarrassment.
Some of my other answers from the interview:

Friday, November 21, 2008

The interview with Linden Lab's Ginsu Yoon

Last night at 11 pm, I finally published the epic interview with Ginsu Yoon, which I conducted last week when I visited Linden Lab HQ. You can read it here:

Interview with Linden Lab's Ginsu Yoon

I say "epic" because it was (as noted by Virtual Worlds News) a "long, ranging interview" that took 40 minutes to complete and many hours to transcribe. Gene (which is how he introduced himself) had a lot to say about the company's enterprise strategy in Second Life, the financial health of the company, and the Immersionist vs. Augmentationist perspectives of virtual world development. I also saw a demo of an in-world tool for company meetings, which I am going to try out as a user next week.

And, I found out that the chances of using Second Life in a Web browser or on a netbook are unlikely. I had to ask ...

Saturday, November 15, 2008

Linden Lab HQ

Earlier this week I visited San Francisco to meet with colleagues and also to conduct some Second Life-related interviews at Linden Lab HQ. The building is located on Battery St., in a quiet neighborhood about a block or two away from the Embarcadero. The outside of the building was surprisingly old and low-key -- I was expecting something more modern, kind of like one of the corporate sims you sometimes see in SL. The inside was contemporary, though. I saw that whiteboard that I've heard other people talk about, but I didn't recognize any of the names.

I'll write up the interviews next week on thestandard.com, but in the meantime, here are the photos:

Linden Lab HQ

Linden Lab HQ



I am licensing these photos under Creative Commons 3.0, which basically means you are free to copy them, place them on your own website, use them for commercial purposes, and adapt them, as long as you attribute them to Ian Lamont and link back to this post on ilamont.com.

Sunday, October 12, 2008

Webkinz problems?

I've gotten a spike in traffic over the last week or so to this blog, caused by hundreds of people searching for help for their Webkinz accounts. They enter phrases like "webkinz problems," "webkinz still not loading," etc. into Google and Yahoo, and my blog shows up on the first page of results.

Why? About 10-11 months ago -- right around Christmas 2007 -- I documented a huge failure in the kids-oriented virtual world that prevented many Webkinz owners from logging on and accessing their rooms. Scores of other readers also had the same problem. My blog became a makeshift community for the people who had been locked out. We commiserated and shared tips, and railed at the Ganz Corporation, which obviously didn't design a system that could scale to handle the Christmas rush. It was like the early days of Second Life or Twitter, except the people most impacted by the outage were small children. Ganz' terrible customer service compounded the problem. Eventually the problem went away -- or frustrated customers (including my daughthter) just drifted away.

But something is once again driving readers to my blog. It could be that Google's algorithm has been tweaked and more people searching for those terms are being sent my way. Or, it could be another scaling issue, which is once again locking thousands of kids out of their rooms. Unfortunately, I don't have an answer for you. Other readers offered Webkinz tips earlier this year that seemed to help, but I don't know if they'll work now. Post here if you have found any solution to the current (October 2008) outage.


Friday, September 26, 2008

Microsoft's 'Spatial Web'

At EmTech '08 yesterday, I heard Microsoft's research and strategy chief talk about the company's cutting-edge technologies. Craig Mundie spent a fair amount of time discussing cloud computing and advances in programming, but I was particularly interested in his discussions of 3D-related technologies. For years, I have been writing about virtual worlds and 3D tools, and observing how companies both big and small have been developing products and trying different business models. Google, Intel, Sony, Linden Lab, and Sun Microsystems have been very visible in this sector, but Microsoft has been a bit of an enigma ... until yesterday.

Mundie basically said that the user-generated virtual worlds which are popular now -- Second Life and the like -- are not scalable in the sense that lots of people will be interested in creating avatars and virtual objects. Rather, he thinks killer apps will be centered around the "Spatial Web," a virtual representation of the real world that uses the Internet, cloud computing, and new interfaces. Key to the creation of the Spatial Web will be Photosynth, a really neat modeling tool that I have covered here on my blog. Photosynth figured heavily in Mundie's demonstration at MIT yesterday. Here's what he showed in his demo:
In one brief demo he showed how a small, camera-equipped robot could be used to model a large room. In another, he showed a 3D model of a commercial district in Seattle that had been created with Photosynth, and demonstrated how a virtual visitor could come to the district using the Internet, enter an art shop in the area, and examine and buy a virtual sculpture that had also been "photosynthed" by the shop clerks or the artist.
You can read the rest of my Industry Standard article here, and I have a brief video from Mundie's demo below, showing how his staff created a 3D model of a real place (a room at MIT) using a camera-equipped robot.



A few other quotes from Mundie's presentation, which I did not include in the TIS article:

How does Microsoft view the future?
"What is the killer application and what is the user engagement model that drives adoption?"
On cloud computing:
"More and more, computing will be model based, rather than discrete applications."
On user interfaces:
Microsoft is looking for the "NUI to replace the GUI"

Wednesday, September 03, 2008

Mixed feelings about online education

This post was originally part of my epic last entry for the Harvard Extended blog, but I have decided to split it off and post it here, too.

It's a criticism of the Harvard Extension School's aggressive expansion into online/distance education. It's difficult for me to express, considering a good friend in the ALB program is completing his degree remotely. In addition, I have never taken an online class for credit at the Extension School -– all of my graduate coursework was completed in person on Harvard's campus. Still, I work with online technologies every day, and have given this issue a great deal of thought. You may not agree with my views, but at least hear me out.

I feel the Extension School's distance education push has gone too far. It's one thing for the Extension School to offer online lectures to people who want to sample Harvard's incredible faculty and course offerings. But permitting students in some programs to get most of their degree credit sitting in front of a computer terminal, often with few opportunities for direct interaction with faculty and classmates, is a mistake. Two of the Extension School's most popular degree programs -- the undergraduate ALB and graduate ALM in IT -- allow students to complete 88% and 90% of their coursework online, respectively. Students can earn certificates in environmental management or applied sciences without ever stepping foot inside a Harvard classroom.
the distance education window. Source: HES website, Sept. 3 2008I don't doubt the drive or abilities of these students (after all, some ALB candidates get better grades than their Harvard College counterparts in shared classes) but I am questioning the degree to which the Extension School has embraced for-credit online classes as an alternate means of educating students and awarding degrees. At the same time, I accept that the Internet offers benefits that are impossible to realize in the Extension School's real-world campus. Do the benefits outweigh the drawbacks? I am not convinced that they do – at least not yet.

Neil Rudenstine, Source: Harvard News OfficeThe Internet and its role in education have been discussed for many years at Harvard. In May of 1996, in an address to the First Harvard University Conference on the Internet and Society, President Neil Rudenstine recognized that the Internet was not just another mass media or communications technology, like the telegraph, radio, or television. In the educational sphere, the Internet represented a "real transformation." It was a technology that broadened access to data and course materials, reinforced methods of study, and enabled the sharing of knowledge in new and exciting ways:
"We know that the constant exchange of ideas and opinions among students -- as well as faculty -- is one of the oldest and most important forms of education. ... The Internet allows this process of dialogue -- of conversational learning -- to be transferred easily and flexibly into electronic form. Communication can be carried on at all hours, across distances, with people who are on-campus or off-campus."
(Source: Neil L. Rudenstine, Pointing Our Thoughts. Harvard University Press, 2001, 123.)

For students at the Extension School, the Internet has certainly provided a special link. None of us live on campus. Many of us don't even live in Boston or Cambridge. Email, instant messaging, and the Web have provided connections to the school and to each other. These technologies have brought us closer, and they have also empowered us. My own thesis would have been impossible out without the Web. I used it to access HOLLIS and the LexisNexis Academic service, download text analysis software, and pass drafts back and forth with my thesis director while he traveled between Cambridge, Washington, and China. This blog is a product of the Web revolution, as is ExtensionStudent.com, where students and alumni gather to discuss classes, share advice, and debate issues relating to the Extension School.

But I am skeptical that distance education based on asynchronous Internet technologies (i.e., prerecorded video, online forums, and email) is a substitute for live classroom discussion and other on-campus interaction. Distance education students can't raise their hands to ask instructors questions or participate in discussions, and it's difficult or impossible for them to take advantage of faculty office hours. Teaching assistants don't always respond to email, and online class discussion boards can be neglected by students and faculty alike. In this sense, the "process of dialogue" is actually limited by technology. The main benefits of distance education become issues of convenience and access – being able to watch lectures at any time from any location, replay important sections, and see lectures by professors who otherwise don't teach live classes at the Extension School.

President Rudenstine saw some of these limitations. "No one should believe that electronic communication can be -- or should be -- a substitute for direct human contact," he said in his 1996 address. He stated that some technologies "permit an extension of the scope, continuity, and even the quality of certain forms of interaction," but added "communication over the network lacks other absolutely essential aspects of ‘real' conversations in the presence of ‘real' people."

Since then, the University has treaded very cautiously with online education. There have been a few isolated initiatives, and online video lectures and downloadable course materials are offered to Harvard alumni. But only the Extension School has made a serious attempt to develop an online curriculum and allow some students who live in other states or other countries to complete the majority of their classes remotely. Every year I see an increase in the number of online options, and the HES website currently boasts more than 100 online classes, out of more than 600 total.

This leads me to ask: If Harvard's other professional schools -– not to mention practically every other institute of higher education in America -- fail to regard online education as an acceptable substitute for in-class instruction, then why does the Extension School put them on the same plane? In the absence of any official explanation, I will offer my own speculation:
  1. The school really believes the convenience of online education and the chance to expose students to special Harvard faculty outweigh the disadvantages outlined above. If this is the case, the Extension School has failed to communicate or explain its reasoning, other than offering feel-good marketing copy ("Harvard Caliber, Course Credit") on the HES website. Also, if the DCE feels that distance education is an acceptable substitute for in-person instruction, then why do certain degree programs (such as my own, the ALM/Liberal Arts) insist on a much higher level of in-class experience than the ALB and ALM in IT?
  2. Opening up the course catalogue to out-of-state and international students has greatly expanded the Extension School's customer base, and increased revenues. The interest in these programs is huge -- every week, my Web traffic stats for Harvard Extended show visitors from all over the world searching for terms like "Harvard online MBA" and "Harvard online degree." The Extension School does not offer an online MBA, and the undergraduate ALB requires 16 out of 128 credits to be taken on campus, but no matter: The course offerings, the Harvard brand, and the possibility of completing between 50% and 90% of certain degrees' class requirements online are attractive enough for thousands of people take HES distance education classes casually or for credit. This has generated many millions of dollars in revenue for the Extension School over the last 10 years. However, it's not clear whether annual revenue is enough to offset costs -- distance education classes require a great deal of coordination to prepare and teach, not to mention significant hardware and software investments (hosting, editing, cameras, etc.)
  3. Distance education dovetails with the Harvard Extension School's mission to offer Harvard's educational resources to members of the community. Dean Shinagel references this in his welcome message on the HES website, noting that "we stand ready to serve the community, be it local or global."
  4. Harvard recognizes that the Internet is going to fundamentally transform education, and it wants to be prepared for the inevitable revolution. The Extension School has become Harvard's laboratory of sustained innovation and experimentation for distance education technologies and best practices.
The last theory is a stretch, but it intrigues me the most. The Internet has already transformed many aspects of society and human communication, and it's not unreasonable to imagine a future in which people participate in "conversational learning" and the "process of dialogue" even if they are not physically sitting at desks in the same room as their professors and classmates.

CyberLaw, offered by the Extension School and Berkman Center. Source: video vidi visum : virtual learning, teaching, and virtual technologies blogIn fact, I agree with this vision. I just don't think it can be realized with streaming video, email, and online discussion forums alone.

Virtual worlds offer some hope for making highly interactive distance education a reality, and in fact the Extension School is a pioneer in this field, thanks to a partnership with the Harvard Law School's Berkman Center for Internet and Society. But, as of mid-2008, the virtual world platforms and applications used for distance education are only halfway there. The interfaces are difficult to use, the environments are hard to build and prone to unexpected problems in terms of behavior and connectivity, and in-world meetings can't scale. This technology definitely is not ready for large-scale adoption (Disclosure: I am a board member of the non-profit Immersive Education initiative, which is trying to develop and promote virtual world technologies and best practices for education).

Where does that leave the Extension School? Certainly, it's in a great position to capitalize on powerful technology and social trends, and potentially become a model for Harvard's other schools. But in the meantime, the technology is just not there. While I believe distance education is a worthy experiment, it is not a substitute for real-world instruction and discussion, and mostly online degrees should not be a part of a part of the Extension School's offerings.

Later this month, I'll be taking my first online class, Michael Sandel's Justice. It won't be for credit, but will give me some more insights into distance education. Maybe it will even change my mind. I also welcome other Extension School students to post their own thoughts on distance education below. What are some of the benefits and drawbacks that I missed? Can anyone describe what the academic research says about distance education? Am I being unfair to the Extension School and students working remotely? To what degree should distance education for credit be allowed using current technologies? What is the future of online education?

Update: I have written about my own experience with distance education after sampling a class through the Harvard Alumni Association. See "Follow-up: My online education experience".

2nd update: See my critique of Dean Shinagel's views of online education at the Extension School, based on his new book, The Gates Unbarred.