WoWinSchool Logo For over nine years now, I’ve been playing MMORPG’s.  It was a student who introduced me to Everquest back in 2000.  Since then, I’ve played primarily with students, former students, and folks from around the world in a guild that I lead called Harbingers of Light.  We’ve progressed through Everquest, Dark Age of Camelot, and World of Warcraft.  It didn’t take long before I was convinced that these sorts of virtual environments must have some sort of place in education.  How many times have I thought, “If I could just use this feature or that, I could easily teach concept X?”  If my students were as motivated about Cell Structure and Function as they were about knowing the intricacies of a fight in Molten Core, they’d all have “A’s.”

As a gamer and a teacher I had a connecting point with many of my students.  Discussing loot or an upcoming raid always gave us something to talk about outside of class and allowed me to develop a rapport with students who often didn’t fit typical high school molds.  My classroom became their hangout during break and lunch.  I was always amazed at how easily they recalled minute trivia about the game world, often quoting specific statistics about a piece of gear or their character’s game statistics.  Their ability to think critically about a particular strategy in a boss fight blew me away.  These were not necessarily honors-level students, either.  Sometimes my poorer-performing students would amaze me with what they knew about the game.

Why couldn’t we use a game like this in a school setting?  Why not, indeed!  What would it look like to have a computer lab full of students all playing World of Warcraft together with their teacher (projected on the screen at front, of course).  I finally took the time to write down many of the ideas that I’d been formulating.  “There are some real lessons to be taught in all of this!”  I shared my ideas with one of the coolest and most forward thinking gamer/educators I’d met at the 2008 Games Learning and Society Conference, Peggy Sheehy.  Peggy’s feedback was very positive and she wanted to share it.

Then I thought, “surely we’re not alone.”  I know there are other World of Warcraft playing teachers out there (I know because I have two from my district in my guild).  So, I migrated the project to a Wiki format because I want others to share and collaborate.  Peggy has recently shared this with the RezEd community, an online community of virtual world enthusiasts and educators. I’ve even found another, avid World of Warcraft teacher in my own state who’s been adding her ideas for World of Warcraft lessons to the wiki.  It’s very exciting to see these ideas gaining traction!

So, what sort of lessons could you learn from World of Warcraft?  There are so many and the collaborative wiki environment is allowing other teacher-gamers to add their own lesson ideas.  Here are some examples that I and other teachers have come up with:

  • In Math - Damager Per Second (DPS) Analysis: Acquire two different weapons in world used by your character’s class.  Using the targetting dummies in a capital city, find the average damage over time of each weapon and plot the data on a graph.  Try the same experiment again, this time with gear that changes your character’s agility, strength, attack power, or other melee-related statistic.  Graph the new data.  What’s the relationship between the statistic you tested and the DPS output?
  • In Writing - Design a Quest Chain - Design a quest chain, based on your experience with other quests in the game. The chain must involve at least two different areas in the zone and have at least five steps. Write all the dialogue that the NPCs involved in the quest would say. Make sure you indicate the quest requirements and the steps involved in the quest. You can research quest chains using one of the online quest helper databases like Wowwiki, Thotbott, etc.
  • 21st-Century Skills - Machinima (a movie or film created using a video game or virtual world): Create and edit a video that tells a story in game.  Create and edit a video that uses the game to address a social issue.  Use your characters to tell the story.  Write a script and create a storyboard for your movie.  Post your movie to a collaborative video-sharing site (YouTube, TeacherTube, SchoolTube, etc.).   Promote your video through your social network.

So, how would all of this be implemented?  That’s up to the teacher.  I’m hoping to use this as an after school program targeting at-risk students, but the lessons we’re developing are designed to be very granular and implementation is flexible.  I’m hoping to implement this in the coming school year.  Overall, the project is still in the early formative stages.

If you’d like more information or would be interested in contributing your expertise, visit http://wowinschool.pbworks.com.

-Lucas

April 27th, 2009 by Lucas

Well, I saw the video, and then it was taken down…  What could that mean?  Whether or not an app like  this would expand the player base remains to be seen.  I strongly doubt I could heal a 25-man Naxx or Ulduar raid from my iPod Touch or an iPhone.  But, checking the auction house?  Chatting?  Sure!  I managed to find the video again at http://www.mmosite.com

Looks legit to me…

-Lucas

Screenshot from Tabula Digita's Dimension-M (Evolver, Mission 1)Back in the Fall or 2008, three classes of students at Cape Fear Middle School, the district where I work as an instructional technology coordinator,  participated in a course called Virtual Math.  In this course, we used an immersive, 3-D video game,  Tabula Digita’s Dimension-M, to see if it enhanced students’ learning of pre-Algebra concepts.  The course was a great success.  We have since expanded the course to West Pender Middle and Topsail High.

Starting in January, UNCW has launched a study at both West Pender Middle and Cape Fear Middle to take a closer, more scientific look at the impact this game is having on students’ performance in mathematics.

This story has now been picked up, not only by our local Fox/NBC affiliate (which has a great video of the students), but has now been reported by a number of online websites as well:

Look for more news in the future as the results are published!

-Lucas

Brandon Sheffield, writer for Gamasutra, covered Jane McGonigal’s talk at the Game Developer’s Conference, which is going on this week.  In her talk, Ms. McGonigal made some very poignant remarks about the nature of massively multiplayer online games (MMO’s), why they’re so successful, and how there’s true potential in the medium.  Of course, her remarks have some powerful implications for educational gaming:

Positive psychology is coming to the conclusion that multiplayer games are the ultimate sustainer of happiness.

This observation is based on her research that MMO’s replicate what she feels humans crave:  satisfying work, the experience of being good at something, spending time with people we like, and being part of something bigger than ourselves.

She goes on to suggest that virtual game worlds provide a space that fosters collaboration.  Based on the estimated time it took to create Wikipedia (~100 million mental hours), she says that the collective time and efforts of World of Warcraft players could create it in five days.  She then goes on to make a statement that, could easily be applied to education in these sorts of environments:

There’s no reason why we can’t take real world work and real world problems and seductively conceal it in a game world. Gamers have no problem doing work and doing collaborative things, you just have to figure out how to make them care about it.

In my view, that’s one of the key potentials of serious games, especially virtual worlds.  They provide a context and environment in which students work together toward a shared goal.  The challenge of what she mentions will be providing quality instruction and learning goals that are meaningful to the learners while not being particularly overt about it.

-Lucas

March 3rd, 2009 by Lucas

Pantego It used to be that if you wanted to close a business deal, discuss an upcoming court case, or to do some planning outside of the office you’d grab your clubs and head down to the local country club to play a round of golf.  Well, as 1UP.com reports, instead of practicing the ‘ole swing, many professionals are now banding together to slay a dragon or to explore a dungeon together.  Many professionals are now gaming together in World of Warcraft.

I suppose this is something that, deep down, I’ve always known.  It is not uncommon for I and some fellow teachers in my district (as well as some students and former students) to gather, online, on a Saturday night and engage in some serious dungeon raiding.  And what do educators talk about when they’re gaming together?  Often, it’s teaching!

In fact, Peggy Sheehy recently introduced me to a guild (an organization of gamers) called Cognitive Dissonance.  This World of Warcraft guild consists of educators and game researchers, who, when not discussing education and virtual worlds, enjoy teaming up to take down the forces of the Lich King, Arthas.  I even transferred one of my characters, Pantego, a now level 80 Shaman over to the server to play (and collaborate/network) with these folks.

Even in online gaming, the world gets a little smaller and a little flatter.

-Lucas

As reported in the L.A. Times, a 9th Circuit Court of Appeals in California has overturned a law requiring a label that reads, “18,” to be affixed to any “violent” video game.  Part of the problem with the law was the fuzzy definition of “violent” and the lack of a clear link that shows violent video games cause psychological/neurological harm.

Again, parents can make these decisions and should be closely aware of what their children are doing, anyway.

-Lucas

Came across an interesting post by Barry Joseph of RezEd.  It addresses the issues surrounding a potential merger of the adult and teen grids in Second Life.  Personally, my initial thoughts are that this would be a positive move.  From a district technology coordinator’s point-of-view, anything that makes Second Life more accessible to both teachers and students would be a plus.  However, the openness of the adult grid compared to the restrictive nature of the teen grid presents some interesting issues.  It will be interesting to see how this unfolds.  I would love for students and teachers in my district to be able to pursue projects in Second Life.

-Lucas

January 27th, 2009 by Lucas

Well, the dust has finally settled.  I’ve wrapped up my graduate studies (Woot!) and have completed my thesis.  The middle school students and staff I worked with in my study were absolutely awesome.  The kids never ceased to amaze me at how they approached the game’s challenges and how quickly they adapt to the first-person game environment.  I’m also very excited that this study has served as a catalyst for advancing other game-oriented instruction in my district.  As of this posting at least three other schools are looking into Dimension-M as a tool for math instruction and remediation and other teachers/administrators are warming to the idea of using games for instruction.  I love my job!

Oh yeah… Here’s the link to the thesis.  It’s also linked on the right of the site.

-Lucas

Did you read this article by Business Week?  The authors outline features of World of Warcraft that make it a good model for encouraging innovation in business.  Ideas like:  “Keep Raising the Bar” and “Encourage Frequent and Rigorous Performance Feedback” are just a few lessons they take from the game.

What first stood out to me as I read this was how easily you could substitute the ideas of “corporate” and “business” in this article with “education” and “the classroom.”  Read it and see what you think!

-Lucas

It looks as though Appalachian State University here in Western N.C. received over $400,000 to research middle schoolers and their learning in a virtual world setting.  The researchers and students will be using the Qwaq environment.  Sounds promising!

-Lucas