InstructionalAlchemy

Archive for May, 2009

An experiment in collaborative design

by azwaldo on May.29, 2009, under design, secondlife, usability

Evidence of Magic

In my first post about usability, I invited folks to join the fray. Since then, several rezidents have contributed to the conversation. Already, there is enough material to keep this going for a while, and I figure that all of this might just be academic…

…unless some of the ideas are put to work.

So, a new project has begun. I am building an interactive space based on an idea that has been brewing for over a year. Having several different “scenes” and many scripted objects, this design is larger in scope than anything I have ever attempted. A learning activity that is meant for new users, it will also become a sandbox for some of the design elements that come to light in my study of usability.

The design is an exercise in instructional design, but the project will be an experiment in collaborative design. The initial design is incomplete, intentionally. Many gaps (including an entire scene) have been left undone to provide opportunities for collaboration. Invitations should go out in about a week. (If you are curious, just holler!)

Several design issues have surfaced already that are new to me. But, the most immediate problem is the selection of social media tools that will support a group. Will a wiki work? Or, maybe Google Documents? Is a forum the best tool for fostering collaboration, with its ability to thread topics?Can objects be created in world to provide the types of social interaction needed in a cooperative project? I have already created one tool for this reason, just today, and have an idea for another.

I could explain those new tools here…but, I need to get back to work.

You’ll just have to come ’round and see ‘em for yourself.

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An OpenSim Curriculum

by azwaldo on May.19, 2009, under curriculum, education, opensim

Image: A large apple with an avatar hanging on the side
How ’bout this apple for the teacher?
(Image by Ramona.Forcella)

What would a full year’s virtual world curriculum look like?

The 2009-10 school year should see significant improvements in the functionality and stability of the OpenSim application; yet, the platform is likely to still be experiencing growing pains. So how could that virtual world be utilized across an entire school year?

Based on experiences with one Boston high school, I suspect that the best results will come from combining synchronous sessions with ample opportunities for—and some requirement of—independent work. The first sessions would occur in class (or computer lab), with the instructor present. Later, assigned projects could be pursued like homework…ideally, the school would make computers available for individuals. The first phase of implementation could address the basics:

Orientation
Familiarization with client viewer; navigation, communication, avatar appearance, preference settings
Basic building
Applying color and textures, linking prims, minor prim torture, modelling a RL object
First Project
This should be a simple assignment; possibly with no relation to content area (i.e., build a car, a house), simply demonstrating basic skills.

Early experiences with the Boston students revealed an important gap for these learners: they had not experienced a virtual world. Imagine being told to build something in SL if you had never even seen The Ivory Tower of Primitives or wandered around Help Island. They had no taste of the many flavors of content being created with this technology. So, the next phase of the curriculum might begin with a visit to an existing build in another sim, or possibly another grid.

First Field Trip
Visit another region/grid and report on experience. The destination would not necessarily contain material that is related to the students’ subject area. This first trip is simple exposure to a variety of content and design techniques…to get the imagination going, whip up some inspiration. The report could be submitted individually (paper, digital doc) and a class discussion about virtual world design should follow, sharing discovery and insight.
Second Project
This could be a more complex assignment, requiring several skills or design elements (exhibits and displays are suitable goals at this stage). This project should be related to the subject area.
Second Field Trip
Visit another region/grid and report on experience. This destination should be related to the subject area, if possible. Here, students could be given the option to produce a report in the virtual world. Reports could vary from simple oral presentations to VW exhibits, and on to collaborative multimedia blog/forum/wiki projects.

Finally, the year should culminate in the implementation of what may be SL’s most subtly seductive feature: We are in it together. The social aspects of Second Life® continue to surprise me. In fact, after just two years in SL, I have already collaborated with more people than I did in a decade with HTML, JavaScript, CSS and Flash Animation.

Third Project
This could be a collaborative project; design an exhibit, produce a video, tell a story, host a live event… (what else?)
Final Project
This would be the most complex assignment; content specific, with the option to collaborate.

Confession: I have winced at least once while writing this post. All of this assumes that virtual world design and development are suitable goals for all students. Well, maybe not every student should be expected to succeed at every level, attain every skill. Perhaps it is enough that they be given the chance to explore this technology. After all, a virtual world is a different beast than the Internet browser. These students will be experiencing much more than what I attempted to teach secondary students in the late ’90s.

We might just find that Jane does not like to build, but has a penchant for leading a group. And Johnny might not get the hang of prim torture, but if he is resourceful in finding images or sound clips…then his group moves forward. Sally might write an excellent account of her group’s work, even though she did not contribute much during the project’s development.

There are other issues, to be sure. Bandwidth? Hardware requirements? Concurrency? Don’t ask. Those issues are yet to play out in Boston. And, since the Boston experiment is not yet finished, I will stop here. Well, maybe a few more questions…

Are some parts of a project better suited as asynchronous activities? Could any of this year’s students be recruited to assist in orientation next year? Can learners from other classes be recruited as ambassadors…seed students for the school population?

If we can make it through 2009-10, then we should see OpenSim performing like the space shuttle in the 2010-11 school year!

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RezLibris Interview

by azwaldo on May.16, 2009, under blahblahblah, wikipedia

Eirene Janus and Pia Klaar demonstrated noteworthy patience when they interviewed me for RezLibris, because what I remember is yammering on and on at the slightest prompt. Here, I will share several related links and a few notes made while listening to that podcast. I surely appreciate their interest, and I was glad to learn that RezLibris encourages such a dialog about design.

Much of what made the cut in the podcast referred to the recent Studio Wikitecture project, which I wrote about here and here. Here is a Studio Wikitecture entry describing the challenge.

How can virtual architecture be designed to best serve the needs of teaching and learning in a virtual environment
Keystone Bouchard

Studio Wikitecture presented a unique challenge: There were no client requirements or specifications. The 4.0 project brought together a group of developers who might inform the design process, each one having their own notions about what a virtual classroom should be, based on their experience building in this new medium. And, here is a blog post announcing the final results.

At one point, Eirene asked “Do you think the classroom will be used?” My response (“I am not going to make a prediction” – “I have no notion as to their intentions”) may sound as though I did not care. I was speaking from the perspective that the the project itself was the product, and that it was already a success in my mind (regardless of whether the classroom was used, or not).

Studio Wikitecture is about process. The opportunity to collaborate with developers attracted me. Whether UofA faculty use the classroom or not, I learned plenty; collaboration required communication that was challenging, and scripting techniques and interactive approaches emerged that were new to me.

The “current project” mentioned toward the end of the interview is the iDP Voyager, which has since been released via this RezEd forum.

Thank you, Eirene and Pia, for showing an interest.

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Usability: Signs, and another source

by azwaldo on May.08, 2009, under design, education, secondlife, usability

While considering the elements of effective design in virtual worlds, I am frequently reminded of street signs; their design is the best example I can find for a practical convention. Providing information, aiding in navigation; they inform users in a reliable manner. Without some consistency, these objects would not be as effective.

A sign like any other?

What can the design of an Interstate sign tell us about navigation in the virtual world?

Even the color communicates. If you are familiar with roadsigns in the U.S.A., then—like me—you might have to look twice at this picture. Without its standard colors, this sign is less effective.

I discovered another list of design criteria in Caleb Booker’s 11 Best Practices for Corporate Builds, and signage made his list, too. In fact, several items he mentions appear to apply in the design of educational content:

  • Signs: Text is the enemy. Graphics are your friend.
  • Don’t hand out text files (Notecards) expecting people will be grateful. Use video (machinima) or basic simplified signs to instruct.
  • More on signs – use legible fonts, few words – similar guidelines as PPT slides

So, they have been added to the list of issues.

That is a new link. All of the notes posted at the SimTeach wiki have been sorted and moved into a new Wikispaces site. Also, a new page has been created in this domain to provide an overview; it is simply titled Usability.

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