Final Thoughts
6 August 2011Caution! Learning in Progress
I just wanted to take a second to post my overall thoughts on virtual learning environments (the concept, not the class).
Being a gamer, the concept of a virtual learning environment is pretty intuitive. Just about every game that you have has a tutorial at the beginning that gently guides you through how to play the game. For those of you who played World of Warcraft, I think you saw some this — the same starts off guiding every step you take, telling you exactly what to do as you go. As you move further into the game however, things change. You don’t get as much guidance, not everything is 100% explicit, and sometimes it’s down-right counter-intuitive.
The thing I find most interesting though is that within gaming, those best tutorials are those that are seamless to me as the player – in other words, I don’t know that I’m being taught how to play the game. Rather, that I’m just learning through the playing (or some close summation thereof). Yet, at least in my project, we beat the students over their virtual heads with the concept of “YOU ARE LEARNING!” and I’m wondering about this paradigm difference between subtle learning, and clearly labelled learning. I also see this expressed as the difference between playful learning, and ‘serious’ learning.
As I mentioned in a previous post, I can remember games that required you do math problems correctly completely outside the context of a game to get things to happen. The one that comes to mind was a racing game in which in order to win, you had to answer a number of math questions correctly, presumably more than other drives, to win the race. Here, again I have clearly labelled learning. But then, I spent countless hours of my life playing games like Stars! Supernova and Warcraft I and II, and Starcraft. Each one of those games requires incredibly complex resource management, making key decisions, and planning a strategy that can last, in the case of Stars!, months. I think that all that play contributed more to my effectiveness in my job today than any classroom learning or clearly labelled “education.”
Some of this should sound a little familiar from Ms. McGonigal and gamification and learning. But despite being in Second Life which is itself a “game” of sorts, all of the regions that we developed lesson plans did the virtual equivalent of hanging this sign on the door upon teleporting in. I guess my thought is – why?
Why are so many of the virtual learning environments clearly labelled as “learning,” with the implied “caution.” I think that’s important – the caution on this sign and what I say amounts to the phrase caution being applied to anything that has an overtly learning potential. Why do we approach learning with caution? I wish I had an answer for that, instead of just an observation…
Larissa and I had the experience within Second Life of not only being teachers but also learners in most of the places that we explored. Now, for Deep Down Virtual Mine, we had the opportunity to also be players, as well as learners and teachers, and I think that’s an important distinction to make. Within the Virtual Mine, the region played (note: word choice) like a game, where you were given loosely defined goals and instructions on how to complete those goals. But ultimately, it was up to you actually choose to complete the goals – to drive the bulldozer towards the trees or, as Jenee, Larissa and Josephine did, chase ME around the zone instead of the bulldozing the trees.
But with the other two environments, that element of play was missing. The Etopia and Virtual Museum spaces (from my perspective) was rife with the ideology of “CAUTION: YOU ARE NOW LEARNING.” The same with the Abyss Observatory region as well. Larissa and I approached these environments are first with that feeling of “CAUTION” and determining what it was we were supposedly learning. I know personally, I felt lot of frustration with that approach, especially with the environments that were not clearly defined in purpose like Etopia and Abyss Observatory. Attempting to find the clear cut ‘THIS IS WHAT YOU ARE LEARNING” in those regions was like finding a needle in a haystack.
Further more, the spaces had no elements of play–they had some elements of interactivity but not elements of play. The playing in the space was lost under the breadth of the “CAUTION: YOU ARE LEARNING” and we bought into that mentality. But it didn’t last because for Larissa and I, it wasn’t effective. Despite our best efforts to the contrary, we had issues determining what we learning in a given environment. So eventually, we started just … playing in the environment (there’s that word again). We would run around, click on things, make jokes, question why things were like they way they were, etc. After we started “playing” to determine what the space had in it and less of what it was trying to tell us, things when a lot smoother in terms of planning our lessons.
There’s some irony in the idea that we used play to develop lesson plans that (out of necessity) have the feeling of “CAUTION.”
Anyway, I can’t help but feel that in virtual learning environments, we have a unique opportunity to move away from the idea of CAUTION: LEARNING and more into the feeling of “play to learn” and I just wish I saw more of that being used. In my mind, we are still trying to use traditional modes of learning and trying to force them into an entirely new environment that might actually benefit from a less structured environment. Where it’s OK to make mistakes and to play and experiment to learn – to learn to be “outside the box” thinkers, as it were.
I think if I had the option to do the lesson plans over, I would try to make them more gamified–to bring in more elements of play into them. I think that we could have increased our student’s engagement and generally enjoyment as well as learning. I do think that by using Second Life, we captured some of that feeling of playful learning by proxy, intentionally. But I can’t help but think how great it would have been to have the students have to play to create a farmers market vs. a chain store, or design a transition town, or a cohousing community. With less of the just interactivity and more the play I think is so easy to attain in virtual learning environments.
