InstructionalAlchemy

The Shield Quest

by azwaldo on Jun.12, 2009, under design, education, machinima, secondlife, usability

Image of an avatar approaching a stone seat, carrying a torch.
Omei prevails!
(First rezident to complete the quest)

In many ways, The Shield Quest (my current project) is an experiment. Most obviously, it is the largest project I have undertaken; various scenes, many objects, sounds, textures, animations, sculpties, machinima. More parts, more scripts, greater complexity than anything I have built.

The first machinima is embedded, below.

The biggest challenge with this project, however, may be the operation of a group. From the start, I have wanted to create an opportunity for any number of participants to collaborate. Recruiting members and then introducing them to the project takes time. Additionally, I am identifying and developing a couple of web-based documents (Google Doc and MediaWiki). I am curious to see if those resources are used.

Another aspect that is new to me is the activity’s combination of instruction with entertainment. Equal parts medieval quest and new-user education, the tagline is…

Orientation Island meets Legend of Zelda

What if new users could enter a game-like activity that required the use of various user interface (UI) features? What if, on finishing their initial orientation experience, users could be immersed in a playful romp, a harrowing adventure, or a murder mystery…maybe in a haunted house?

If fun, interactive spaces nudged new users into using the most commonly used menu options, preference settings, and other UI elements, would they learn the interface more easily? Would they recall that information more readily?

Would they stay around longer?

A big build, an experiment in collaboration, an attempt to smooth the learning curve…yes, all of these. But primarily, this project is a laboratory; a proving ground for design criteria found during my own quest to identify elements of effective virtual world design. If all goes well, many conversations will crop up; with educators and content creators discussing various approaches for a particular part of the design.

That dialog has already started. (Huzzah!)

The collaborative phase is underway. On Friday, eight users were invited to enter The Shield Quest. On completion, each is prompted to indicate whether they would like to join the development team; The Shield Guild. (More about this group another time.)

Image of a blue star-like object, floating among several clounds. An avatar looks at the object, the Oracle.
Azwaldo visits The Cloud Oracle

Presently, the activity is a loose arrangement of scenes and interactions. I launched the project with the simplest design I could manage, using the most basic objects and minimal scripting that represent the least possible amount of content that still creates the outline of an adventure, from start to finish. In this way, group members will have many opportunities to contribute.

Also, leaving gaps will provide room for the lesson to grow. The list of objectives is incomplete; all of the UI skills to be included have not been identified. The narrative will grow as we incorporate new UI features: Want to implement the use of Ctrl-Alt pan? Let’s hide a riddle text-ure at the Cloud Oracle (see image). Want to incorporate use of the sound volume slider? Let’s stream clues into the Crystal Palace with sound clips, with some so low that the user has to pump up the volume.

The activity will remain public; no admission will be charged. The design is not meant to be sold or marketed, sponsors will not be sought. Instead, content creators will be invited to participate and credits will roll at the end of the quest. How about a tapestry? Or a shrine…with participants listed in gilded finery? Another display could offer a notecard with participants’ names, web address or grid location, and SLurls. This would be made available on touch, not given automatically.

I plan to maintain the space for as long as it remains practical. It is quite possible that the design will continue to be refined for many months, even after it is “complete” and deemed ready for new users.

For more than a year, I have wanted to bring together educators and content creators to collaborate in the development of large-scale, interactive learning experiences. The Shield Guild now has four members. Only one of us is currently an instructor in First Life.

A second quest has already been discussed.

Can an open, collaborative project successfully produce an interactive learning activity in SL? Would you like to see this happen? With the caution that this is a work in progress, I invite you to an adventure…and the quest is only the first step. If you are curious, please send an email, post a comment here, or contact Azwaldo Villota in world. The first introductory video is below. Until our paths cross…

…may fair winds find you.

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1 Comment for this entry

  • azwaldo

    Where The Shield Quest is like Orientation Island meets Legend of Zelda, what if there were a variety of “newbie quests” (as described by Geneko Nemeth at a User Experience Interest Group meeting)?

    How about Orientation Island crossed with A Haunted House, or a Murder Mystery, or a Boot Camp for combat sims? These could be engaging and instructional.

    BTW – Here is the SLURL for The Shield Quest.

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