PhD accepted for public defence

phd_frontIn November 2016, I finally managed to hand in my dissertation, and earlier this week I received the preliminary assessment, which was positive insofar as the assessment committee unanimously recommends that my dissertation should be accepted for public, oral defence – BIG YAY :-)

The defence will take place at Aalborg University in Copenhagen (AAU-CPH) on January 26th 2017 . The assessment committee consists of the following people:

My PhD-supervisor, Lone Dirckinck-Holmfeld (Aalborg University) will moderate the defence, which is set for three hours:

phd_defence-programme    

The abstract of my dissertation reads as follows:

The purpose of this study is to understand and conceptualize the transformation of a particular community of pedagogical practice based on the implementation of the 3D virtual world, Second Life™. The community setting is a course at the Danish online postgraduate Master’s programme on ICT and Learning, which is formally situated at Aalborg University. The study is guided by two research questions focusing on the participants’ responses to the avatar phenomenon and the design of the course.

In order to conduct and theorize about the transformation of this community of practice due to the 3D-remediation a research-led Action Research approach has been chosen to enable research with focus on both actions and critical reflections carried out in four consecutive research cycles from 2007-2011. 53 master students, one main teacher (the author), and several guest teachers have participated in the study. The findings are predominantly based on analysis of asynchronous student discussions in FirstClass™ (1.104 postings) and synchronous participant observation in Second Life (130 hours). A Grounded Theory-inspired approach has been used to generate and analyse the data in this study, meaning that no predefined theoretical framework was used to guide the design of the research cycles from the onset of the study. However, as the research progressed more and more elements from situated learning and the communities of practice theory influenced the design.

The study has demonstrated the importance of the avatar as pedagogical design element given that it is through the avatar the participants identify themselves and others, create meaning and experience learning in the virtual world. Furthermore, the findings show that the avatar cannot be understood devoid of context, devoid of other pedagogical design elements.

In summary, the study contributes with knowledge about 3D Virtual Worlds, the influence of the avatar phenomenon and the consequences of 3D-remediation in relation to teaching and learning in online education. Based on the findings, a conceptual design model, a set of design principles, and a design framework has been developed.

The preliminary assessment is 3 1/2 pages long and includes a summary and a critical evaluation of my dissertation. In my lecture, I will present my research while trying to address some of the critique given by the committee. Based on the evaluation, I anticipate a discussion of some of the following topics:

  • The concept of virtual/virtuality
  • My literature review strategy (State-of-the-art review)
  • My analytical strategy, Grounded Theory (GT) and the role of theory in GT
  • Insider research and positionality
  • The differences and similarities between Action Research (AR) and Design Based Research (DBR)
  • The Communities of Practice framework
  • The challenge of using learning theory for pedagogical design (and perhaps a discussion on the difference between anthropological and psychological perspectives on learning and education)
  • Socio-cultural vs. socio-material theories and approaches to understanding the world (of education)
  • The status and future of SL and other 3D virtual worlds in education

I’m currently in the process of preparing my defence, and I have to admit that I’m somewhat nervous. The main text of my dissertation is approx. 250 pages long, so there are a lot of issues to consider. I am, however, hoping that I will be able to put aside this nervousness and enjoy the whole thing. It truly is a unique opportunity to discuss some of the issues I care deeply about with some very clever people :-)

/Mariis

MUVEs for learning

In the beginning of his book “Being There Together – Social interaction in Virtual Environments” Ralph Schroeder (2011) provides a definition of Multi-User Virtual Environments (MUVEs):

The VEs discussed here relate to virtual reality (VR) technologies. In a previous book, I defined virtual reality technology as ” a computer-generated display that allows or compels the user (or users) to have a feeling of being present in an environment other than the one that they are actually in and to interact with that environment” (Schroeder 1996: 25; see also Ellis 1995) – in short, “being there”. (Schroeder, 2011, p. 4 – original emphasis)

And from this follows that MUVEs can be defined:

(…) as those [virtual environments] in which users experience other participants as being present in the same environment and interacting with them – or as “being there together.” (Schroeder, 2011, p. 4 – my emphasis)

In line with Schroeder’s definition, the term MUVEs is sometimes used exclusively to characterize virtual environments designed on a 3D spatial metaphor (i.e. Ketelhut, Dede, Clarke & Nelson, 2006), because this is seen as a precondition for experiencing presence when there is an emphasis on the “there” component in the understanding of presence. However, in the field of distance education, the concept of presence has been debated for decades, and has included the sense of self and sense of others that do/do not occur also in 2D virtual environments. Most notably the work of a Canadian research project referred to as “Community of Inquiry” (COI) that ran from 1997-2001,  managed to bring focus to the concepts of cognitive, social, and teaching presence as being essential to especially distance educational experiences. The COI project started with a focus on presence in text-based computer-mediated communication (i.e. Garrison, Anderson & Archer, 2000; Rourke, Anderson, Garrison & Archer, 2001), but has since moved on to also study these particular types of presence in 3D virtual environments such as Second Life (i.e. McKerlich & Anderson, 2007; McKerlich, Riis, Anderson & Eastman, 2011). The difference, between Schroeder’s perception of the presence concept and that of COI research, highlights the fact that there is no (cross-disciplinary) consensus on the definition.  In fact, many definitions and sub-categories of presence can be identified, and this is evidently something I’ll discuss thoroughly in my PhD.

It is important to notice that the primary focus of my study is on Second Life. Nonetheless, other types of MUVEs cannot be ignored simply because both the research literature and the participants in my study often refer to these other types in an attempt to make sense of Second Life. In the table below, I’ve provided an overview of the different types of MUVEs that are relevant to have in mind as part of the overall context of my study.

Clearly, learning happens in all these MUVEs, but from a formal educational perspective, there are some very interesting differences between these different types of MUVEs. Among critics of VWs, I’ve often heard the argument that “VWs are just virtual learning environments based on a spatial metaphor”, and while it is true that VWs, such as Second Life, are based on a 3D spatial metaphor and that this is an important difference, it is not the only one. To me, the communication modalities, the interaction frequency, and not least the content creation possibilities offered in these types of virtual environments, are just as important.

In my study, the teaching and learning processes have been situated in a blended environment consisting primarily of a combination of Second Life and the more conventional 2D virtual environment called FirstClass. At the Master’s Program of ICT and Learning (MIL) that I have used as case for my study, FirstClass provides the ICT infrastructure in this distance ed program, this is were the majority of the administrative and teaching activities take place – the students tend to use complementing technologies for their learning processes. During my research period (2007-2011), the use of FirstClass and Second Life has changed: in the first research cycle, the majority of both teaching and learning activities took place in FirstClass, whereas in the final, fourth research cycle, Second Life provided the setting for the majority of the activities. Regardless of this, I still believe both environments contribute with some unique affordances that are important to ensure high quality teaching and learning – and ideally, none of them should be used as stand-alone environments.

/Mariis

References

Garrison, D., Anderson T. &  Archer, W (2000): Critical inquiry in a text-based environment: Computer conferencing in higher education. The Internet and Higher Education, 2: 87–105

Ketelhut, D. J., Dede, C., Clarke, J., & Nelson, B. (2006): A multi-user virtual environment for building higher order inquiry skills in science.Paper presented at the American Educational Research Association, San Francisco, CA.

McKerlich, R. & Anderson, T. (2007): Community of inquiry and learning in immersive environments. Journal of Asynchronous Learning Networks. 11(4).

Rourke, L, Anderson, T., Garrison, D.R., Archer, W. (2001): Assessing social presence in asynchronous text based computer conferencing. Journal of Distance Education, 14(2), 50-71.

Alice and Dorothy play together – but what about Wendy?

In a recent post I wrote about why I don’t consider SL a game, Richard Bartle was very kind to comment and point my attention to one of his articles entitled “Alice and Dorothy play together” (Bartle, 2009). I’ve now read it and together with some of Bartle’s other works, I find it very useful in relation to my own work with what I prefer to call open-ended Virtual Worlds – so thank you again, Richard for stopping by and pointing to various resources :-)

In the article, Bartle describes three philosophies or design approaches that have influenced the work of designing Virtual Worlds. Based on three major fictional works, Alice in Wonderland, Dorothy from Oz, and Wendy in Neverland, Bartle identifies differences and commonalities and discusses their ability to “play together”. It’s important to notice that Bartle is addressing a game (world) designer audience, and that Bartle’s work in general has focused on Virtual Worlds designed with the explicit intent to entertain the players – fun is the key motivation for using such worlds. In the table below, I’ve tried to summarize some of Bartle’s points.

Without going too much into detail with the table here in this post, I think it’s important to notice a couple of things in order to understand what follows. In terms of “appeal” this should be seen in the light of immediate attraction, does the world attract and more importantly retain newbies? Evidently, a Dorothy world like WoW (with millions of active players) also appeals to oldbies, the kind of players who find joy and interest in “leveling up”, the kind Bartle calls “Achievers” (as we shall see further down). The table also shows why SL has problems when it comes to retaining users (with approx. 20 mio. accounts, but less than 100.000 concurrent users on a daily basis, there is a problem). Judging from the table, SL’s credo “Your World, Your Imagination” becomes a double-edged sword. The lack of a fixed narrative leaves the SL-user completely on his/her own to come up with a reason to play/stay. This problem, however, is not unique to SL, but points to a classic dilemma between the different needs of newbies and oldbies. Following from this, the next question that comes to mind then is: what motivates Wendy? or more precisely, why do users find interest in SL and what do they do in SL?

In “Designing Virtual Worlds” Bartle explains how he in the early 90’s, based on a long-lasting debate between senior players of MUD2 regarding the motives for playing, analyzed the ideas of what constituted fun and found that players could be categorized into four major types:

  • Achievers, who are interested in doing things to the game, i.e. in ACTING on the WORLD. (later sub-categorized in Opportunists and Planners)
  • Explorers, who are interested in having the game surprise them, i.e. in INTERACTING with the WORLD. (later sub-categorized in Scientists and Hackers*)
  • Socializers, who are interested in INTERACTING with other PLAYERS. (later sub-categorized in Networkers and Friends)
  • Killers, who are interested in doing things to people, ie. in ACTING on other PLAYERS. (later sub-categorized in Griefers and Politicians)

Based on continued refinement of these categories, Bartle created the so-called Player Interest Graph depicted below:

The Original Player Interest Graph (Bartle, 1996/2004 – see references)

The graph describes players in terms of two dimensions: how they prefer acting on things as opposed to interacting with, and how they prefer to direct their attentions toward other players. When trying to apply this graph to SL, I see three issues that don’t match.

  • The term “players” indicates that there is a game to be played**.
  • The category “killers” implies a combat game-type world.
  • The category “achievers” is also closely tied to the existence of a game – Bartle highlights their motivation: “These people put the game-like aspect of the virtual world to the fore. They like doing things that achieve defined goals, thereby progressing their character through the world’s built-in ranking system.” (Bartle, 2004, p. 130)

Regardless of this, I still think the principal idea of the graph can be used in relation to SL, and so I have re-designed the graph:

SL User Interest Graph

  • Users is my personal preference. Linden Lab calls its users “residents”, and many experienced users in SL refer to themselves as “residents” – I do too. It is, however, a problematic term. My observations and research data clearly show that many (especially newbies, but not only) feel homeless and marginalized from the general SL community (but this has to be the topic of another post).
  • Griefers is a term borrowed from the game worlds, it is, however, how we define trouble-makers in SL too, and the term is also used in academic writings on SL (i.e. Boellstorff, 2008). I did consider the Internet term “troll”, but since trolls seem to be deliberately malicious, and my experience with (some) griefers is that they often have more humorous intentions (albeit still annoying to those they act upon), I discarded it.
  • Designers refers to the SL users, who well … design things (buildings, art, clothes, animations etc.). I did consider the term “producers”, but in my opinion the socializers also produce and contribute to the content of SL. Compared to Bartle’s achievers, there are some interesting similarities. Designers also aim at mastering and acting upon the world, and even though there is no leveling system in SL, the mastery also results in high scores in terms of social capital (cf. Huvila et al, 2010).

Given my particular focus on education, I would also categorize teachers (and to some extent students) as designers – we design for learning, but that’s another story :-)

/Mariis

*) Bartle uses the term to refer to skills, rather than (malicious) intentions.

**) Yes, I’m aware of Linden Realms and the many RP-communities in SL, but that still doesn’t make it a game per se.

References

Bartle, R.A. (no date): Virtual Worlds: Why People Play.

Bartle, R.A. (1996): Hearts, Clubs, Diamonds, Spades: Players who suit MUDs.

Bartle, R.A. (2004): Designing Virtual Worlds. New Riders.

Bartle, R.A. (2009): Alice and Dorothy play together. In: Harrigan, P. & Wardrip-Fruin, N. (eds) Third Person – authoring and exploring vast narratives. The MIT Press. p. 105-117

Boellstorff, T. (2008): Coming of age in Second Life. An anthropologist explores the virtually human. Princeton University Press.

Huvila, I.; Holmberg, K.; Ek, S. & Widen-Wulff (2010): Social capital in Second Life. In: Emeralindsight, Vol. 34, No. 2, 2010. p. 295-316

Research on “Ways of Virtual World-making – Actors and Avatars”

Sisse Siggaard Jensen, Professor, Ph.D. of Digital Communication at Roskilde University, Denmark has had her dissertation “Ways of Virtual World-making – Actors and Avatars” accepted for defense for the doctorate degree Dr. Phil. Sisse truly is one of the leading pioneers in this emerging research field, I’ve had the pleasure of meeting her many times during my PhD-work, and this is just wonderful news – big congrats Sisse :-)


The dissertation can be purchased as e-book here

UPDATE: Non-native Danish speakers can order the book by sending a request to: academicbooks@academicbooks.dk

l bought the dissertation yesterday and I have been unable to put it aside – it really is fascinating reading for those interested in research in VWs! The dissertation contributes to the research field with an interpretive, constructivist, and semiotic understanding of human actors’ engagement with the virtual worlds of EverQuest and Second Life. The study is aimed at empirical analysis of different ways of engaging with VWs, and it is based on longtime participatory observation and video interviews (from 2002-2009). The overall research question is: In what ways do actors make sense of situations of engagement with virtual worlds? 

Key theoretical and methodological influences in the study are:

  • The concept of metaphors (i.e. Lakoff & Johnson 1980, Johnson 1987)
  • The sense-making approach (i.e. Dervin 2003)
  • The optic of actor-network theory (i.e. Latour 2005)
  • The emphasis on ways of seeing in relation to video analysis (i.e. Grimshaw 2001, 2005)

Besides contributing with models of her own (actor-network diagram, sense-making triangle) that I need to study further, I also noted that Sisse provides some very good overviews of key points of interest in VW research such as; history of VWs, and overviews of research in relation to avatars, identity, and engagement. Further, Sisse’s work with video interviews and analysis hereof also makes this dissertation interesting from a methodological point of view, and in general it is a valuable resource and important contribution to the field.

Sisse will defend her dissertation on Friday June 1, 2012 at 1 – 5 PM (GMT+1) in building 00, at Roskilde University, and it will be streamed on Roskilde university’s website: ruc.dk as well as on the blog: worlds.ruc.dk, which is the blog of the Danish research project “Sense-making strategies of the innovations of Virtual Worlds”.

The opponents for the defense are: Professor Jay D. Bolter, Georgia Institute of Technology, Professor Andrew Burn, London University, Professor Kim C. Schrøder, Roskilde University (chair).

/Mariis

References

  • Dervin, B. (2003): Sense-Making’s journey from metatheory to methodology to method: An example using information seeking and use as research focus. In Dervin, B.; Foreman-Wernet; L & Lauterbach; E.  (Eds.). (2003). Sense-Making Methodology reader: Selected writings of Brenda Dervin (pp. 133-164). Cresskill, NJ: Hampton Press.
  • Grimshaw, A. (2001): The Ethnographer’s Eye: Ways of Seeing in Anthropology. Cambridge: Cambridge University Press.
    Grimshaw, A. (2005):  Eyeing the Field: New Horizons for Visual Anthropology. In: A. Grimshaw & A. Ravetz (Eds.), Visualizing Anthropology (pp. 17-31). Bristol, UK: New Media Intellect.
  • Johnson, M. (1987): The Body in the Mind. The Bodily Basis of Meaning, Imagination, and Reason. Chicago, London: The University of Chicago Press.
  • Lakoff, G., & Johnson, M. (1980): Conceptual Metaphor in Everyday Language. The Journal of Philisophy, 77(8), 453-486.
  • Lakoff, G., & Johnson, M. (2003 [1980]): Metaphors we live by. Chicago: The University of Chicago Press.
  • Latour, B. (2005): Reassembling the Social. An Introduction to Actor-Network-Theory. Oxford, New York: Oxford University Press.

Using SL to facilitate a design process in group work

In the PD class, I’ve been running since December 5th, 2011 with students from the Master’s Program on ICT & Learning (MIL) at Aalborg University, the students have to do presentations in-world, and this is the first post of five describing  their work.

Background
As part of the assessment criteria in the course, the students are asked to do an analysis of SL as teaching and learning environment, and instead of doing a traditional written report, the students have to present their analyses synchronously in SL as highlighted  in this slide:


The MIL11 assignment.

The analysis has to be based on both theory (general course literature combined with literature the students choose for their particular topic), and practice. For the latter part, the students have to explore, experiment, and use SL, and they can also draw on the experiences they get from the other course activities in SL. Since all educational programs at Aalborg University are founded on a PBL pedagogy, they students also have to identify and work with RL problems – the students typically choose to focus on problems they encounter in their work settings. In this MIL11 class, the students have been working in 5 teams, and on Wednesday, January 11th the first team A had to present their analysis.

Team A and their focus


Team A: RickDJ, Ingma, MrsJJ, Ilikespace & Merlin –  all dressed up in similar clothes to highlight the team affiliation.

Team A’s members come from very different professional backgrounds, three of them are working in formal teaching (from K-12 to college), one is working in the central economic section of the city of Copenhagen, and the final member works within a special section of the law enforcement. All of the team members work with development and implementation of ICT and learning at some level in their organizations, and this is also why the signed up for the MIL Program. For their analysis/presentation, team A decided to focus on one team member’s work place, an “e-Design” educational program, and based on this context they settled for the following question to guide their investigations:

Can SL be used to facilitate a design process in project work?

In their work, the team tried to rethink and redesign an existing course for 3rd semester students, and they looked specifically at how SL can be used as a supplement to f2f and other technologies. The Team A students were interested in analyzing the particular affordances of SL that could promote certain parts of a design process for students working in groups in a blended environment.

Team A’s sandbox
To support the MIL students’ work in SL, each team was assigned a sandbox on December 9th (after they had learned the most basic SL skills), and the pictures below show the progression in team A’s sandbox.


December 17th; the team has begun rezzing and building all sorts of objects.

December 19th; the team’s presentation screen is set up for experimentation.

December 21st; One side of the team’s sandbox is filled up with objects creating a radical setting.

December 21st; Part of the interior design in the radical setting.

On December 22nd, I had an ad hoc meeting with some of team A’s members discussing the assignment and their design.

December 31st; the more respectful setting started to appear in the other side of the team’s sandbox.

One January 3rd, all teams were encouraged to present a status on their work, and get some feedback from me, my co-facilitator, Inge and their  fellow classmates –  and Team A chose to do so.


January 3rd; team A presenting some of their theoretical considerations for their upcoming presentation.

Team A’s presentation
Before  their presentation, Team A sent out instructions and an agenda in both SL and our regular 2D platform. The agenda looked like this:

  • 8:00 PM: Introduction in Team A’s sandbox
  • 8:30 PM: Inspiration trips
  • 8:45 PM: Group work in Team A’s sandbox
  • 9:10 PM: Presentation of the groups’ work
  • 9:20 PM: Theoretical input
  • 9:35 PM: Closing debate
  • 9:45 PM: Evaluation and feedback
During the introduction, we were given an overview of some of the theories and concepts the team has focused on, and we were given a brief insight into the pedagogical set-up, the students at the e-Design program etc. The team members explained how they saw a close relation between Problem Oriented Project Pedagogy and the design process in general, and they continued explaining how they wanted to illustrate this by giving us small tasks to solve as examples of a typical design process. We had to go to designated locations and take photos for later inspiration. Back in the team’s sandbox, we had to build “a work table for multiple persons”, and present it.
An overview of a typical design process with the research and idea generation phases highlighted.

The team felt that SL could be particularly useful in some of the more creative phases of a design process, and this was why we were asked to do tasks common to these phases. Because the students are not (due to time constraints) able to try out their hypothesis/ideas on their chosen target groups, it is common in theses presentations to ask the fellow students to act as the target group.


Among the theoretical concepts Team A chose to focus on, remediation and redesign of an existing pedagogical practice, were central – also in the way the team had designed their sandbox. The continuum between respectful and radical remediation permeated both design and activities, and in this way the team managed to visualize what otherwise may seem as quite abstract theoretical ideas.


As part of the research phase in a design process it is important to go out into the “real world” and gather information, and Team A had planned four different locations where each of the remaining teams had to go and take pictures for the following phase. The locations were two respectfully remediated places: Bartlett & Nielsen and Virtual Harlem, and two more radical places: Torley Island  and Mysterious Wave .


Team A’s Ingma acted as supervisor at Bartlett & Nielsen.

The time allocated for the inspirational trips was limited and I only managed to go to one of the four places, but judging from the following activities where the teams had to put their photos up for display, and based on this start working on designing a table, all the teams succeeded in completing the tasks despite time and technical (audio) challenges:


Back in Team A’s sandbox the other teams had to put their photos up for display.

Team C putting their photos on display.

Team D building a table.
… and team B building a table.

Team E presenting their flexible table, which clearly was inspired by their trip to Torleys.

After the presentation of the teams’ photos and tables, Team A continued talking about their theoretical considerations.


Team A discussing Childs, 2010 model on learners’ participation in virtual worlds.

The way Team A had planned their presentation was meant to showcase how SL potentially can be used in social constructivist learning, and even though the activities were limited due to time constraints, I think the team managed to do so. Evidently, in a short presentation like this, it is difficult to get the full experience, but by way of using the exemplary principle, it was my impression that Team A managed to make a very convincing case.


During the final part of Team A’s presentation concepts from Wenger’s 1998 social theory of learning were appropriately displayed on the floor.

In summary, I think all of the participants ended up having a very good joint learning experience, not least because Team A’s members beautifully demonstrated the value of genuine collaboration, and as one of the students from another team concluded afterwards it will be: “A hard act to follow … :)”

Next week teams B and C will be presenting – and I can hardly wait :-)

/Mariis