Virtual Worlds, Games and Education (another MOOC!)

There is a true explosion going on in open online learning. I don’t know whether it’s always “massive” as in Massive Open Online Course (MOOC), but anyway, there is a lot happening out there.

I don’t have statistics about how many projects there are, nor about the total number of participants and how many “succeed”. One of the issues here is that the definitions are not obvious. When do we say something is “massive”? What does it mean to “succeed”? The other issue is that I don’t care. I just feel that there is so much going on that I cannot find the time to blog about it all. For instance, I did not yet find the time to report about the MOOC  A Virtual Worlds, Games and Education Tour.

You’ll notice that the above link directs you to a site on P2PU, which is The Peer 2 Peer University:

a grassroots open education project that organizes learning outside of institutional walls and gives learners recognition for their achievements. P2PU creates a model for lifelong learning alongside traditional formal higher education. Leveraging the internet and educational materials openly available online, P2PU enables high-quality low-cost education opportunities. P2PU – learning for everyone, by everyone about almost anything.

The participants conduct virtual world tours and exploration, study and experiment using machinima, World of Warcraft and discuss about the bleeding edge of these technologies.

Of course there is a lot of Second Life in all this, which is normal because it really is a world where about all content is being created by the “residents”, using 3D building and scripting techniques. However, the course also discusses Inworldz and New World Grid – virtual worlds based on the OpenSim software (and as such very familiar for those used to Second Life), the games EVE Online and World of Warcraft (WoW), and I guess other virtual or game environments will be discussed as well (Minecraft).

The course is very distributed, participants work in the virtual environments but also on a number of social media platforms, while the whole things is organized and commented through the P2P U site and a WordPress blog. Also have a look at the social bookmark collection at Diigo.

Lack of time prevented me from participating in this course, but I did read posts on the forums. Subjects being discussed:

– How games such as WoW manage to make missions difficult enough to be interesting but not so difficult as to chase the players away.

– How games incite players to analyze situations and to work together in teams (for raids) and in larger groups (guilds). Leadership skills are being learned and practiced which can be useful in the “real world”.

– How can sophisticated virtual world Intelligent Agents (NPCs or BOTs) be used in learning environments?

– Practical stuff about screen capturing and making video in virtual environments, and about the educational application of these practices. (In general: even for those not participating in the course, you’ll learn a lot just browsing through the posts and bookmarks, watching the videos. One also discovers tools such as Livebinder and in Livebinder this collection of tools about screen capturing and video producing in virtual and gaming environments… )

– Interesting discussions about how educators try to use and promote cutting edge technology in their work, which is not always appreciated by everyone in the institutions.

This MOOC follows on a three-day conference  about best practices for virtual worlds in education (VWBPE).  Here is the video announcing the  VWBPE conference – I like it because it illustrates how original and creative gatherings in a virtual world can be. Which makes me believe that even the further expansion of affordable and free videoconferencing will not make such virtual meetings obsolete.

Gaming in the cloud is great news for immersive journalism

I love playing Pocket Legends from Spacetime Studios on my iPad (my avatar is the courageous but clumsy Wilbear). The game has all the characteristics of the massively multiplayer online role-playing game (MMORPG) World of Warcraft: quests, group action, contests between players and player groups etc. It’s pretty good graphically speaking, but don’t expect the actual World of Warcraft graphical wizardry.


But then again, this game may get some competition very soon, maybe from World of Warcraft itself and from even more high-end games. Dusan Writer mentions the Gaikai cloud service which may do just that: enabling players to immerse themselves in pc- and console games right in their browsers. Which also means enabling the game companies to reach potential customers without awkward downloads or distributing physical stuff: one click on almost any device as long as there’s a decent broadband connection.  Yay for cloud computing!


Now, this is a real revolution for the gaming industry. Giving players and potential players direct and effortless access to the games also helps the game developers and designers to instantly analyze how people react to the games. Of course, it’s bad news for those living from the physical distribution of games – even though it may take some time before that distribution will be extinct (we’ve the same conversations about print news media of course).

Talking about news media: this development would eliminate yet another hurdle for using immersive journalism techniques. Now we had examples of immersive journalism in Second Life such as this project about the Guantanamo detention center:

Another immersive project by Nonny de la Peña, Cap&Trade:

Other possibilities for journalism include talk shows with a virtual audience, inviting people who would be difficult to get (or rather expensive) in the physical world (Metanomics is a nice example, they’ll have Noam Chomsky on October 12). Or you could simply convene a meeting with community members for an open-ended discussion, more immersive than when using a traditional text chat (have a look at the We Are the Network meetings in Second Life, but there are many other examples).

The problem: not many members of my newspaper community for instance are ready to download the Second Life client, and those willing to do so could run into problems because their computers are relatively low-end or because they are behind some corporate firewall. All those problems could be solved if projects such as Gaikai really succeed in bringing Second Life, OpenSim, Blue Mars (working with another company, Otoy) on any device, anytime and anywhere (always assuming there is decent broadband!). There is also OnLive – which is already up and running in the contiguous US – but which seems to need a limited download (which can be too much asked for office environments).

Once virtual environments are accessible in one click the mainstream audience could unlock easily the possibilities for immersive journalism and immersive storytelling. It will give journalists and storytellers new possibilities to interact with their communities and will make methodologies used in software development even more relevant so as to keep up with news stories and the requirements of the community. This in turn could inspire citizen-journalists or non-professional storytellers to go deeper and create content themselves, knowing that there is a big and relevant community out there to explore their work.

Message to journalism institutes: this makes ‘serious gaming’ and virtual environments even more relevant for your student-journalists. Help them to explore content, network and business opportunities of this development!