Showing posts with label LMS. Show all posts
Showing posts with label LMS. Show all posts

Saving bear cubs in Cataclysm - or - the story of why e-learning needs game designers

This week Cataclysm, the third, long-awaited expansion for the massively multiplayer online role-playing game World of Warcraft (WoW), has finally been released. The expansion brought many changes to the game and completely redesigned Kalimdor and Eastern Kingdoms, the two old continents that have been part of the game since its launch. In a sense, it does feel like a new game all together, and even experienced players have to relearn many aspects of the game.

But I'm not here to talk about all the game changes and complain about the missing portals in Outland and Northrend. Instead, I'd like to play a bit with some of the new elements of the game that facilitate learning and could be used to improve serious (aka not fun) online learning.

It must be said that WoW has never been a difficult game to learn. The basic mechanics and interface elements are pretty straightforward and easy to pick up even for casual players like myself. But I've got a feeling they took everything even a step further in the new expansion. Let's take a look at examples I've encountered so far as I'm trying to level up my gnome mage to level 85. So please, hop on my flying gryphon, so I can show you around.


Just in time learning

Cataclysm seems to be really good at providing simple tips to guide you through the game. For instance, as you reach a new level, you get notified of any new abilities or talent points that are available to you. A small, but very useful reminder.

Similar tips have also been implemented in some of the quests (missions you complete in the game). Apart from tips and hints in the quest instructions, you now also get easy to follow tips as you do the quest. For instance, tips on the procedure needed to complete the quest: 1) equip the lance, 2) now mount the bird, 3) ok, now click the button to flap the wings and make the bird fly! Easy to understand, and displayed just when you need it; you're not told how to fly the bird unless you've got your lance ready and have saddled up the bird.


Sounds simple, yes? So why don't we display tips like that in our online learning environments? "Stuck on the task? Head to the forum and ask for help!" And by the way, by tips I don't mean a whole set of complex instructions; we all know few people read the manual. By tips I mean simple to understand one line suggestions on what you should do next. For example, "Don't forget to replace the lance with your main weapon after you've completed the quest!"

Challenges you care about

While they are still many "Kill n of X, so I can make Y" quests in Cataclysm, you now often get quests that are more meaningful and more fun to do. For instance, one of the quests asked me to climb a tree, pick up the young bear cubs stuck in the trees, climb to the top, and toss them on a trampoline, so they can return to safety. I've got to admit I wanted to keep saving the cubs even after I saved the required amount for the quest!


What makes this quest great is that players can easily relate to the theme. You surely don't want to leave adorable bear cubs stranded in the trees, do you? The quest isn't just something you have to do to get more experience points, but something you want to do because you care about the bears (and because it's fun to climb trees).

Similarly, we're all more willing to learn about things we care about. And we care about things that are relevant to us, about things that touch us on an emotional level. And that can be achieved by telling great stories. Not stories like "Annie has 6 marbles and loses 2, how many does she have left?" (who the hell is Annie and why should I care?), but stories that capture our imagination, that get us involved. How do I save the bears? Won't they get hurt after I toss them on the trampoline?

Making the player feel part of something bigger

Games have always done a great job at making players feel special. You're the hero, the future of the world is in your hands; only you can save the princess! And WoW has always emphasized the importance of your actions through quests texts and interactions with various non-player characters in the game. But in Cataclysm, there is even more emphasis on making your storyline personalized (using phasing technology), especially in the starting zones that you go through as a new character.

The experience of starting a new worgen character is a great story on its own, told over and over again for each new player. You start as a human character, helping your people defend your city, which is under attack by the savage worgen beasts. As you're trying to get more help, you get bitten by one of the creatures, and at one point, you find yourself in jail, accused of turning wild. The world changes around you and the non-player characters help you to fill in the story of what's going on.

Similarly, as a high level player you are told to take a mercenary ship that will take you to one of the new continents of the expansion. While you wait for the ship to arrive, a group of Stormwind soldiers chatters around you about the recent world events, the Cataclysm. And just by listening to the soldiers, you can learn about what's new and about Deathwing, the dragon that is the cause of all the changes brought by Cataclysm.


It doesn't feel like homework, like something you have to do. You just casually listen in to the conversation the characters around you are having. It feels authentic, and it makes the Cataclysm story seem more believable, more tangible.

And a meaningful narrative is often what we fail to convey in online learning environments. We provide students with a series of resources and activities that will supposedly guide them to achieve the desired learning outcomes, but it's usually all boring, disconnected from reality, just an endless to-do list... Well, it isn't learning if it isn't hard, right? Well, no, I believe there must be a way to place fun and learning in the same bag.

Being an active member of the group pays well

Speaking of making the player feel special; Cataclysm also introduced a guild leveling system. Guilds (groups of players) now get experience points through various activities by their members. As a guild levels up, its members can get special perks and abilities. In order to use guild abilities, you have to build up your reputation with your guild by being an active player. So basically, it pays well to be loyal and active in your guild.

WoW Guild (source: WoWCataclysm.net)

Compare that to how groups usually work in our classes. Students, who do nothing, often get rewarded by choosing an active group that covers up for the inactive "player". Sucks, right? Well, it could be fixed if we also measured a student's "loyalty" to the group, just like in WoW. Unless you contribute enough, you just can't get the group perks (i.e. a good grade), so you're encouraged to play nicely with others and complete group tasks.

But my class just can't compete with WoW ...

I know what you might be thinking - it's easy to talk about having fun in immersive games like WoW, but making learning fun is just too difficult. Well, guess what? Making games fun isn't an easy job either! Good game design is both science and art that is difficult to master, and it takes tons of trials and errors to get it just right. WoW has been around since 2004 and in every expansion you can see big, gradual improvements in game design.

So, what I'm suggesting is that we find better ways to apply the lessons learned by game designers to our online learning environments and instructional design. E-learning will probably never be as fun as playing WoW, but can't we all just try a little harder to make learning a bit more engaging than flipping through sleep inducing "interactive" courseware, and to start telling our students meaningful stories? Perhaps we won't be saving bear cubs in class, but there are many other missions we all care about and can teach us about what we need to know along the way.

And it doesn't need to be in 3D or full immersive environments. With a little imagination and clever game design I suspect we could turn our boring text-centered Learning Management Systems into Learning Experience Enabling Technology - LEET systems. We all know many teachers are great storytellers; we just need to find a way to enable them to tell better stories online as well.

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Imagining a mobile Moodle

For this year's 4th International Slovenian MoodleMoot I decided to explore the efforts being made to bring Moodle to mobile devices. I found several interesting projects in this field, although I think we're just starting to explore all possibilities, and that more interesting developments will follow in the next few years, especially when teachers start experimenting with things like geolocation, augmented reality and resources that can interact with sensors on mobile devices.

The main goal of my paper and presentation was to invite teachers to think about possibilities that mobile devices can offer for education and the ways we could embed mobile learning in Moodle, a well established Learning Management System.

Here's the abstract from my paper Taking Moodle Out of the Classroom: Making Learning Mobile, Context-Aware and Fun:

"Mobile devices are becoming increasingly more powerful, better connected and are able to provide better user experience and new services based around location and context of users, which opens new possibilities for learning. The paper presents an overview of mobile learning and the efforts being made to provide better support for mobile devices and learning activities/resources in Moodle. In conclusion we also present some future trends in mobile computing that could also provide new ways of learning on the go."

You can see a video of my presentation at the conference on YouTube (total length 15 min):



And if you'd like to learn more about the topic, you can read my full paper on Scribd:

New Moodle Presentation

It's been almost two years since I created a brief video presentation of Moodle, and now I finally took the time to update it with a new version. Initially, I just wanted to update the usage statistics, but I ended up doing a redesign, and I also added some information, so it's slightly longer than the previous version. In addition to that, the video is now available in better quality and in widescreen format. And now, without further ado, I present you the new, improved Moodle Presentation:


You can view the video presentation on YouTube, Vimeo, and blip.tv. I created the presentation in Apple's Keynote, so you can also view the slides that I used on SlideShare.

I hope you enjoy this presentation; and feel free to use it to spread the word about Moodle!

Improving student engagement with game mechanics and a smart progress bar

Keeping students motivated and interested can often be challenging; even more so when you're dealing with distance learning. There are of course several pedagogical approaches that we can use to keep students motivated, but lately I've been thinking about how we could make the tools that we already use in education more student friendly, more engaging and fun to use. And here's an idea I've been playing with in my mind lately: the integration of smart progress bars into a LMS (Learning Management System) to increase student engagement.

Progress bars on the web - nothing new

I've noticed that several websites are using progress bars to encourage users to fill out their profiles. You've probably seen this on LinkedIn or SlideShare and even in various tutorials. Another thing I've noticed is that these progress bars really work on me! Every time I see one of these I try to increase the level of completeness; I admit that it even convinced me to give out my e-mail address to a Facebook app! What is great about these progress bars is that they usually suggest the next step you should take to increase the completeness. "Want more? Add this box to your profile!" It's simple, easy to follow, and you get something new to do each time.
LinkedIn profile completeness
It's also common to show some kind of progress bars in learning activities such as online lessons. You've probably seen this too: "You've completed 80% of this lesson". Unfortunately, these progress indicators are often way too impersonal too provide anything else than plain information. And this can be quite boring. You know in advance that all you have to do is keep clicking the Next button and you'll eventually get to the end.

Integrating progress bars with smart suggestions into a LMS

Now, what if we would try to integrate the interesting type of progress bars in e-learning courses? I'm thinking about some sort of course-wide (and even site-wide) progress indicators. Let me explain what I mean.

You have an online course, and you're using a LMS; let's say Moodle (the LMS I'm most familiar with). And you have a set of activities students have to complete. Your LMS allows you to group these activities by weeks or topics. Now you also have a tool that allows you to set the connections between activities. For example, a student should first read the introductory article, then discuss it on the forums, and at the end of the week write a blog post about the subject or make a podcast about it. And let's also say that you could define a set of activities that have to be completed to unlock the next section.

Now, imagine a block that would show each student how much of the activities have been completed or how many points the student has accumulated in the current week/topic. At the bottom of the block there is a link that says: "Well done Lucy, you've completed 80% of this week activities! Click here to find out what else you can do this week." or "Great job Lucy, you've earned 80% of the available points for this topic! Click here to find what you can do next to get that perfect score!"

A sample Moodle block with a progress bar
After clicking the link, our student, Lucy, gets a list of activities that she hasn't completed yet or that she can improve. It's not necessary to show all activities; the LMS only shows activities that make sense for Lucy at that time. Just a few of activities that Lucy can do next. If we want to get really smart, we could even suggest activities that best suit Lucy's learning style. Let's say we know that Lucy likes doing podcasts, but hates writing. In this case, the LMS would just suggest Lucy to do a podcast, and leave the option of blogging out (Lucy could of course change her preferences at any time and choose from a full set of activities).

At any time in the course, Lucy can also get the info about how successful she was in previous weeks/topics and have a look at the course overall progress bar. To make things more interesting for Lucy, we focus on the overall course goal, and reward her each time she completes one with activity with another activity that bring her closer to achieving the overall goal. Lucy is also getting curious about what kind of activities she'll get to do after she completes the current section. She knows her teacher always find interesting things to read and do. And you know what? I also think Lucy has been a good student so far, so she certainly deserves a special reward each time she completes a section of activities. We can display another star next to her name, and this week she also made it on our list of top students! Hurray Lucy! You're so close to becoming the master of the course and save the princess!

Ah yes, these are all well known game mechanics, but we're currently not doing a very good job at implementing them in education, so why don't we try do engage Lucy by giving her a clear sense of achievement in each course she's taking? And if Lucy is doing really well, we might even give her the option to tell her Facebook friends about how good she is by allowing her to export some of this info into her Facebook stream.

The same principle could also be implemented site-wide. For example, upon login in her school's LMS, Lucy can see how much of the activities she completed in the current semester/year/program and receive suggestions on what activities she should do next - across different courses. If we want to get really, really smart, we can let Lucy tell us how much time she has available and suggest an activity that she can do in that amount of time or let's try to guess which subject would most suit Lucy on a Monday morning! And again, we can also take into account her learning style preferences or even what we know about her past behaviors.

Should we do it?

Showing students exactly where they are and what their next steps can/should be is very important. And I think that progress bars and smart suggestions could provide an interesting motivational tool and a powerful way to help students organize their study and follow the progress of their study or a course.

Technically speaking, integrating the progress bar in a LMS course or site shouldn't be too difficult. It might get a bit more tricky to develop a really smart suggestion system, so I don't expect to see that one soon. Right now, I'd really be happy just with a smart and personalized progress bar :)

Now, I've seen a lot of individual online activities that provide some sort of progress bar and feedback (for instance, the Moodle Lesson module), but I haven't yet come across any LMS that would provide this for the entire course or site and that would allow teachers to easily and precisely define the flow of different types of course activities. And I also haven't seen any smart suggestion systems for learning activities. Am I missing something or is this something that hasn't been done yet? Is anyone up to the challenge of implementing the described game mechanics into our courses? Let me know!