..... EXPLORING CONCEPTUAL, PERSONAL, SOCIAL, PHYSICAL AND VIRTUAL SPACES FOR LEARNING IN HIGHER EDUCATION

Wednesday, November 26, 2008

I want social networking +


For people interested in developing new technologies for learning, the enormous growth in online social networking (through Web 2.0 applications like Facebook and MySpace) seems to offer a way forward for student-centred, collaborative approaches. Enthusiasts for new technologies are also hopeful that it will change the way we teach and learn – shifting relationships between tutor and students, and instigating informal and social rather than formal and hierarchical structures.

The big question here is, does social networking translate to education, and if so, how?

At the same time, with virtual and immersive environments like Second Life also becoming popular there is another thread developing which looks to computer gaming for a model; with its task setting, competitive sharing and increasingly difficult levels, is this more like education? As part of the reLIVE Second Life conference (see previous post) I helped a University of Brighton researcher called Lars Wieneke with participant feedback. Lars is developing web interfaces based on task sharing/gameplay for learning about cultural heritage and his audience was asked to ‘perform’ a painting in Second Life. What was most interesting was that, first, everyone found it difficult NOT to engage with the painting by wanting information about it; and that, second, as they performed its characters and their relationships instead, they all wanted to go and see the actual work. So an action in Second Life was leading to a motivation to do something in the real world. That seemed like a positive and creative outcome, even if neither Lars nor I had been expecting it. So that is another thought which may lead somewhere, but not quite sure where...


image of  the painting workshop participants were asked to 'perform' in character - Velazquez's Las Meninas 1656 

Monday, November 24, 2008

And then there is Second Life..


Went to the reLIVE conference at the Open University last week, and got my first proper introduction to Second Life, in the company of people who spend as much time there as the real world. For anyone interested in 'space' - and our everyday social and spatial interactions - Second Life is an extraordinary place. It is huge, an enormous world of islands, events and networks. It seems to be a complex mixture which both replicates real world social relationships/spaces and enables surreal, parallel and re-invented ones. So the basic landscapes conform to gravity and people tend to make their avatars face each other at an 'appropriate' social distance when text-talking. But then these figures might have bushy tails, or be dressed in extraordinary costumes, or (if you building skills are good enough) are in the shape of something else like crows or fish. It is quite strange to have a conversation with a fish rotating around your stomach.

With nearly 50 million people globally who are SL members, it feels like we should be understanding what is going on. For people interested in learning in Second Life, the key explorations currently seem to be around simulations (disaster scenarios, historical enactments) and 3D social networking/informal learning. But I think what stunned me the most was the huge amount of creativity going into making artefacts, spaces and developing social (including sexual) connections. From choosing, finding or designing clothes; to creating buildings; to generating events or objects to sell; to playing a game based on having a child and it growing up; personal, social and commercial creatvity is central. And I don't even know how to begin mapping or analysing what is going on.



image from Lars Wieneke workshop entitled 'cultural tinkering', reLIVE conference workshop. OU, 20th Nov 2008