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Tag: world of warcraft

WoWinSchool: A Hero’s Journey – Anatomy of a Typical Week

by Lucas on Sep.01, 2010, under Education, Games

Though we’re nowhere close to having a complete, 36-week course available to share with the world, we do have about 1/4 of the course completed. (Also known as building the plane while in the air!)  So, what in the world does this look like?  How is the Moodle set up?  Though we’re not quite ready to offer guest access to the Moodle yet, I thought I’d give a sneak-peak of some examples of what we’re doing.  I took some screenshots from our course showing how we’re setting it up and put them into a presentation, uploaded to Slideshare.  To be able to read the text clearly, you may want to view full screen or download the presentation.

One feature we’ve added recently, and as instructors are having a blast with, is in-class achievements.  For example, we challenged students to successfully “friend” each of their classmates in the game.  The two students who successfully completed this on the first day assigned, were awarded the “Fast Friend” achievement.  We’re creating game-like achievement badges for unlocking these and then adding them to the students’ Moodle profiles.

-Lucas

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So, What’s Next?

by Lucas on Jul.22, 2010, under Education, Games

wowkidsLast year was largely an experimental year.  There were so many unknowns going into the WoWinSchool Project that our overall attitude was “Let’s see what this looks like,” and some aspects of the program were largely informal.  That’s not to say that we didn’t learn a great deal and that the participating students didn’t benefit from the program (and we from them).  Going in, we were unsure of even the simplest things like, “What happens when there’s a patch?” and “Will the network and firewall handle it?”

Those early hurdles are behind us and I’m very pleased to announce that we’re ratcheting the program up a notch for the coming year.  In the 2010-2011 school year, both Cape Fear Middle and Suffern Middle will offer a World of Warcraft-based language arts elective during the regular school day.  Development has begun on the course, the syllabus, and implementation plan.  So far, here’s what we’re thinking:

  • Though taking place during the regular day, the course will be hybrid, built online using the Moodle LMS.  This grants us the opportunity to be largely paperless (a good model for other classes!) and it makes the course granular and easily shared.
  • The course will involve a parallel reading assignment for students, probably a novel.  Cape Fear Middle will likely use Tolkien’s The Hobbit.
  • We are trying hard to get away from focusing on grades and are rather granting students XP (experience points) and levels for completing assignments.  Developing appropriate rubrics and scaling is a challenge.
  • The course will have an overall theme, probably based on “The Hero’s Journey.”
  • The course will be aligned to national/state standards and will supplement students’ regular language arts instruction.
  • Our goal is to thoroughly “mash-up” course and in-world experiences.

We have a tremendous amount of work to do to prepare and are excited about where we’re going.

-Lucas

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“On The Verge of an Epic Win”

by Lucas on Mar.26, 2010, under Education, Games, Thoughts

How could I not post this video?  It really lies at the heart of what we’re doing with the WoWinSchool Project.

-Lucas

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Perchance…

by Lucas on Nov.20, 2009, under Education, Games, Prof. Development

perchance

So, Erud, my Death Knight in Cognitive Dissonance, checked his mail this morning.  And, look what I found!  I love creative people!  Perchance, thank you!  Please consider joining Cognitive Dissonance if only for casual play.

-Lucas

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Lore Keepers – Always Watching

by Lucas on Nov.19, 2009, under Education, Games, Thoughts

weyrYesterday, several students met Lore Keepers.  Who are the Lore Keepers?  They are characters that the teachers in this project have created that will give assignments to the students.  Yesterday was my first attempt at using them to interact with the students.  First off, you should understand the setup.  The lab where we’re playing has a sort of side-by-side U-shaped arrangement of computers.  I was not playing in the same “U” that the students were, though I was sitting right across from some of them.  I logged in Weyr, leader of the Lore Keepers and began contacting students via private messages (/w).

Observation #1 – Students are either not reading or are ignoring WoW’s chat system.  (Considering trade chat, this could be a blessing!)  It took me sending five or more messages to about four different students playing Night Elves before I got any response.  Craig who was actively helping students, finally had to point it out to our first group to get them to respond.  Keep in mind, the students had no idea it was me.

Observation #2 – Most students have little to no concept of online chat etiquette much less roleplay.  No surprise, really, because that’s one of the goals of the project is focusing on digital citizenship.  Our kids desperately need this.  For those of you who are ever on X-Box Live, you know the kids I’m referring to!  Again, for all the students knew, I was some other player (and some thought I was the game itself).  Several of them communicated in very broken street-slang, text message style in their responses.  I even had one student use foul language.  Eventually, they decided to take my “quest,” though were quite reluctant.

Observation #3 – So far, they are not good at working collaboratively in game.   My initial quest was to simply have them form a group and bring me bean soup.  The soup was sold by a vendor in a building about 100 yards North of my position.  I promised a handsome reward and each of them had to give me at least one bowl.  This took the first group nearly 45 minutes to complete, and then, only two of them followed instructions and received a reward.  One girl, who was actually polite and encouraged her male counterparts to be polite received two rewards.

Observation #4 – Giving a new player a Netherweave Bag as a reward is like your grandmother giving you socks for Christmas.  They simply didn’t understand the value this early into their experience.  Noted.

At the end of the day’s session we closed with a chat and I reiterated our behavioral expectations.  As word spreads, there are students lining up to get into this program and I only have 15 slots and the students are aware of this.  Today, we’re taking an approach that will be a big turn-off to many of them:  silent play.  No, I’m not one of those teachers.  The idea here is to allow them to communicate all they like as long as they are using in-game chat.  We’re also using a seating chart today.

Their first real challenge is coming soon:  Deadmines.  Deadmines will be their first, grouped, dungeon experience, and to be successful, they’ll need to begin to work cohesively and in balanced groups.

For now, the Lore Keepers will continue to interact with the students.  Some will get rewarded, others will not.  I don’t think any of them are reading my blog, so my “secret identity” is safe for now.  Let’s see what happens.

-Lucas

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I Don’t Teach Lessons – I Give Quests

by Lucas on Nov.13, 2009, under Education, Games, Thoughts

Dwarven PriestStarting next week, the WoWinSchool Project will become a reality.  We have a great group of students lined up to participate in the project and they are in for an exciting adventure.  From the beginning, I’ve suggested that World of Warcraft, and many other popular video games today, are at least at some level,  potential models for instructional design and delivery.  Today’s games are incredibly complex intellectual pursuits that our students consume with a ravenous appetite.  They are very focused on achievement and support the players’ progress with in-game help and game play that builds in complexity cumulatively.  And, this learning is highly individualized and customized in most cases.

Why can’t our lessons be like this?  I believe they can be.  How often do students struggle for a semester to learn a complex, vocabulary-intense subject like Biology only to fail at the end?  And when they fail, do they pick back up where they left off and attempt to re-master those concepts?  No.  They have to start back over at the beginning the next semester.  I wonder if World of Warcraft would have 11.5 million subscribers if it adopted a similar model?  If I worked hard to achieve level 79 and then failed a quest sending me back to level one would I keep playing?  I doubt it.  The game designers know that would be a disaster, and no one would pay for the game.

With the WoWinSchool after school project I’ve decided I won’t be giving students lessons on math, literacy, leadership, etc.  I’ll be giving students quests for those things instead!  Which would be more effective, to give the students an assignment in the classroom or give them quest, in-game, that revolves around the rich story world that Blizzard has created?  The outcomes, pedagogically, will be the same:  they’ll be writing, they’ll be doing math, and they’ll learn the 21st-Century skills.  The method of delivery, however, will be immersive.

Here’s how it may work:

  • The teachers working with the project will create characters and put them in a guild.  This guild will be known as something like “Keepers of Lore” or “Lore Masters.”  There has been much discussion in gaming circles lately that the next great virtual world/MMO will have to include player generated content.  This would be something akin to that.  We would have students interact with these characters as though they were NPC’s (Non-player characters), but they would, of course, be much more interactive.  We would give quests (assignments) that may involve out-of-game things such as creating machinima, writing a story in a forum, etc.
  • Their work could be rewarded with in-game rewards such as bags, companion pets, mounts, etc.
  • All of this would be handled in roleplay sort of environment perhaps even integrating existing themes current in the World of Warcraft storyline.  Students would also be encouraged to reply/respond in-character.
  • The Lore Master character would support the student learning throughout the process through in-game communication or even through responses in forums to student work.

So, what do you think?  Do you have ideas about how we might blur the lines between assignments and quests, between in-game and real-life learning?  If so, share your thoughts and comments!

-Lucas

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The WoW Factor: Cognitive Dissonance and WoWinSchool the Focus of THE Journal Article

by Lucas on Nov.12, 2009, under Education, Prof. Development

erudIf you haven’t read the recent issue of THE Journal, be sure to take a look at the article.  It’s a great discussion of how the Cognitive Dissonance Guild is supporting educators’ explorations in the virtual world, World of Warcraft.  There’s also discussion of our very own WoWinSchool Project!

-Lucas

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Teachers In World of Warcraft – Games in Education 09

by Lucas on Aug.06, 2009, under Education, Games, Prof. Development

Teacher Gnomes in Ironforge Today I was privileged to work with Peggy Sheehy and Marianne Malmstrom in a three-hour, hands-on workshop for educators at the Games in Education Symposium, and what an awesome group they were!  The workshop began with Peggy giving most of them their first-ever experiences in Second Life followed by Marianne’s great lessons on using the screen capture program, Jing, to capture scenes for creating machinima.  Then I led the group into World of Warcraft.  We explored character creation, basic movements, questing and leveling.  The real challenge, though, was could this group survive the journey from the starting area to Ironforge?  The group assembled and we began our exodus.  It was a journey not without peril.  Ravenous wolves, angry troggs, and the ever-present lag monster (latency) plagued our every step.  Fortunately, members of the Harbingers of Light guild (my students!) came in to escort the throng to the steps of Ironforge.  We assembled on the steps and congratulated ourselves on accomplishing our goal!

These guys were fantastic and so patient!  We had some great laughs and hopefully, everyone got just a taste of a well-designed game and a better undestanding of why it’s so engaging to our students.

-Lucas

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Learning With the Lich King – Games in Education 09

by Lucas on Aug.06, 2009, under Education, Games

Here’s my presentation at Games in Education 09. Be sure to visit Slideshare.net to be able to view my notes for each slide.

-Lucas

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A New Project – World of Warcraft In School

by Lucas on May.12, 2009, under Education, Games, Thoughts

wow_in_school 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

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