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Persist or Die! Learning in World of Warcraft

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Slides from my invited keynote for Game To Learn: Take 2 in Dundee, Scotland on March 18, 2011.

Abstract:
"All you need to understand is everything you know is wrong.”—Weird Al

My mother told me cleaning toilets builds character if done repeatedly. The other night five friends spent more than three hours dying over and over again while playing World of Warcraft (WoW). She never said anything about dying. I found cleaning toilets only gets you clean toilets. Dying and playing, however, teaches you important things. Demons, dragons, dwarves, and possibly folklore, you could see, but learning, love, and leadership?

Sounds crazy, but it’s true: World of Warcraft has something to say about learning. Prepare yourself, because everything you thought you knew is wrong.

Note: This version has stills in place in the movies to reduce the file size for sharing.

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  • Hi Michelle,
    I really like your presentation. It rings true with my own thinkings and observations. I have written my musings on the subject in the past - http://insidethemindofadave.blogspot.com/2010/10/games-based-learning-university-of.html.

    Dave.
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  • These are the slides from my invited keynote at Game To Learn: Take 2 in Dundee, Scotland, on March 18, 2011.

    Some slides were clipped in the conversion process to Slideshare.

    Slide 13 is missing '5. Marinate on the 'edge''

    Slide 21's second quotation should read ''I've been invited to join guilds but has so far declined - hoping to build my inworld skills first… I particularly need to build skills in chatting in world and the friend is helping me along - as are the occassional people I encounter inworld.” - Sulfurus'

    Slide 23's second quotation should read '“I may add a minor point to the list of reasons why people play WoW: I wanted to train my english skills. As I'm not a native speaker (coming from Germany) the chat and the ventrilo communication help me to keep my english alive - I don't have many other opportunities.” - Beryl.'
       Reply 
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Persist or Die! Learning in World of Warcraft

  1. 1. Game To Learn: Take 2 Dundee, March 18, 2011 Persist or Die! Learning in World of Warcraft Rawr! Michelle A. Hoyle Interactive Systems University of Sussex Twitter: @Eingang
  2. 2. A Story “Real” Me!Game Me! AmazingTransformation!
  3. 3. World of Warcraft: A PeekIrdeen, Myndflame & Gameriot. (2010) Boom de Yada WoW - Eng Subtitles, [online] Video, YouTube. Available from: http://www.youtube.com/watch?v=oOZBU257ERE (Accessed March 14, 2011).
  4. 4. Gaming: Preconceptions1. Male.2. Socially isolated.3. Spend too much time.4. Young Image from: South Park Digital Studios. (n.d.) South Park Studios UK and Ireland - Preparing for Battle, [online] Clip from Season 10, Episode 8. Available from: http:// www.southparkstudios.co.uk/clips/sp_vid_155271/ (Accessed March 11, 2011).
  5. 5. Time Spent Watching Television (US/UK) vs. WoW Playing 40 Avg. Hours per Week 34 30 28 20 23 10 0 US (’08/’09) UK (’10) WoWData sources: Nielsen Company (2008/2009), Broadcasters’ Audience ResearchBoard (2010), Brown & Hagel (2009).
  6. 6. Robert and Susan “This is reallyRobertpupil interesting. I wonder how it “If I just applies to that read the article by notes, I hope Brown I read I’ll remember last term?” enough to pass the exam.” Susanlearner
  7. 7. Catering to Roberts Higher Order Higher Order Higher Order Thinking Skills Thinking Skills Thinking Skill Change Persona Evaluation Creating Reality Synthesis Evaluating 93% of questions Analysis Analyzing Understanding and Memorization Application Applying for Future Use Active 69% of objectives/goals Comprehension Understanding Memorization below this level Knowledge Remembering Passive Receipt Lower Order Lower Order Lower Order Thinking Skills Thinking Skills Thinking Skills Blooms Blooms Revised Säljös TaxonomyImage based on: Krathwohl, D.R. (2002) ‘A Revision of Bloom’s Taxonomy Learning ConceptTaxonomy: An Overview’ Theory into Practice, 41 (4), [Online]Available from: http://dx.doi.org/10.1207/s15430421tip4104_2(Accessed March 8, 2011).
  8. 8. Quest Anatomy 101 Assess.Reason CriteriaGoal Reward
  9. 9. World of Workcraft “Game developers know better than anyone else how to inspire extreme effort and reward hard work. They know how to facilitate cooperation and collaboration at previously unimaginable scales.” - Jane McGonigalMcGonigal, J. (2011) ‘Introduction’, in Reality Is Broken: Why Games Make Us Betterand How They Can Change the World [Kindle Edition], Vintage Digital.
  10. 10. Work Makes Us Happy “We only ever play [games] because we want to. Games don’t fuel our appetite for extrinsic reward… Instead, games enrich us with intrinsic rewards. They actively engage us in satisfying work that we have the chance to be successful at… And if we play… long enough, with a big enough network of players, we feel a part of something bigger than ourselves….” - Jane McGonigalMcGonigal, J. (2011) ‘Chapter 2: The Rise of the Happiness Engineers’, in Reality Is Broken: Why Games Make Us Better andHow They Can Change the World [Kindle Edition], Vintage Digital.
  11. 11. Fiero: Hakkar Dies Hakkar The thrill of victory… The agony of defeat!
  12. 12. 8 Lessons To Learn 1.Reduce barriers. 2.Provide rich metrics. 3.Raise the bar. 4.Account for & use intrinsic motivations. 5.Provide opportunities to share. 6.Create opportunities for self-organization. 7.Encourage feedback. 8.Reward new dispositions.Hagel, J. & Brown, J.S. (2009) ‘How World of Warcraft PromotesInnovation’ Business Week Online, January 14 [online] Available from:http://www.businessweek.com/innovate/content/jan2009/id20090114_362962.htm (Accessed March 14, 2011).
  13. 13. New DispositionsKey gamer characteristics (Brown & Thomas2008): 1. Bottom-line oriented. 2. Thrive on change. 3. Understand power of diversity. 4. Believe learning is fun. 5. “Marinate on the ‘edge’.”
  14. 14. Failure Is Good Success Fiero Failure Innovation LearningBut only when consequences manageable.
  15. 15. Sample TeamworkRoses of Dawn (a guild):10-person team battles Theralion and Valiona on March 15, 2011
  16. 16. Basil Leads Basil
  17. 17. Basil: Action Researcher 1. Research. 2. Mental model. Action Research 3. Plan. 4. Try. 5. Review & revise. 6. Repeat 1-5 as req’d.Image based on: McNiff, J. (2002) Action Research for ProfessionalDevelopment: Concise Advice to New Action Researchers, 3rdedition, [Online] Available from: http://www.jeanmcniff.com/booklet1.html (Accessed June 23, 2010).
  18. 18. Communities of Practice “…are groups of people who share a concern or a passion for something they do and learn how to do it better as they interact regularly.” Wenger (2006) Wenger, E. (2006) Communities of Practice: A BriefWenger, E. (2008) Communities of Practice: Introduction, [online] web page. Available from: http://Learning, Meaning, and Identity, New York. USA, www.ewenger.com/theory/index.htm (Accessed FebruaryCambridge University Press, p. 73. 21, 2010).
  19. 19. Similar to Warcraft? CoPs• Membership. “…are groups of people• Cohesion Basis. who share a concern or a passion for something they• Duration. !"# do and learn how to do it $%%&()* better as they interact regularly.” ./0*0,/1, 4+/*(&5, 89:0*;, <*,-%;*,!+*,-(* 23( 6*7&/( 8:90;*:0 =**>*:0 Wenger (2006)4&(@ A*:?&%%&/( 8/% 4+/*(&5 2:@,B&(0 Wenger, E. (2006) Communities of Practice: A Brief Introduction, [online] web page. Available from: http:// www.ewenger.com/theory/index.htm (Accessed February !*?0 21, 2010).
  20. 20. Similar to CoPs E-Learning?• Study Groups. “…are groups of people• Social Cafés. who share a concern or a passion for something they• Facebook Groups. do and learn how to do it better as they interact regularly.” Wenger (2006) Wenger, E. (2006) Communities of Practice: A Brief Introduction, [online] web page. Available from: http:// www.ewenger.com/theory/index.htm (Accessed February 21, 2010).
  21. 21. Learning/Improving Self “I enjoy playing as part of a “Ive been invited to join roleplaying group most. guilds but has so far The interactions in declined - hoping to build character, the humour, the my inworld skills first… I banter are what makes me particularly need to build tick. That and being able skills in chatting in world to explore different sides and the friend is helping me of my personality.” - along - as are the Scandia occassional people I encounter inworld.” - Sulfurus
  22. 22. Raiding & Learning “Its kinda the same thing “Learning how to play each with character progression, class, and trying to work wanting to improve by out what that character is reading about skill usage… and how they would react trying out different specs/ to different scenarios is rotations, ... Check how you what motivates me.” - do compared to others, Scandia analyse what you do differently & how you can improve.” - Stannus
  23. 23. Learning Languages“since i am a norwegian i also “I may add a minor point to thecan practise some english, list of reasons why peoplewhich is a good thing.” - play WoW: I wanted to trainPotassio my english skills. As Im not a native speaker (coming from“wow fore me is to chat and Germany) the chat and thegaming with freinds and ventrilo communication helpofcourse inprove my english me to keep my english alive -in both wright and reading.” - I dont have many otherAluminio. opportunities.” - Beryl.
  24. 24. TextStudy: Tags Used
  25. 25. Recommended ReadingCovers from Amazon.co.uk (Accessed March 18, 2011).
  26. 26. My Guild + Friends Thanks ToThe One & the Judith Good, BlayHonourbound Alliance Whitby, & Grahamon EU-Thunderhorn. mcCallister at Sussex.@lizit & @Misetak on Basil (AKA Mr. IBM)Plurk. for everything. I am: eingang@sussex.ac.uk
  27. 27. More InformationSlides will be posted: Photo by recubejim under an Attribution-ShareAlike license.http://www.slideshare.net/eingangWoW Learning Project:http://wowlearning.org/Contact me: Disclaimer: No toilets wereMichelle A. Hoyle cleaned in the making of this(eingang@sussex.ac.uk) presentation.Follow me on Twitter:@Eingang
  28. 28. References (1)Biggs, J. & Tang, C. (2007) ‘Chapter 1: The Changing Scene in University Gee, J.P. (2007) What Video Games Have To Teach Us About LearningTeaching’, in Teaching for Quality Learning at University, 3rd edition. and Literacy. 2nd edition. New York, NY, United States:PalgraveMaidenhead, United Kingdom:Open University Press. pp. 1-14. Macmillan.Blizzard Entertainment, I. (2010) World of Warcraft(®) Subscriber Base Gillepsie, L. (2011) World of Warcraft in School, [online]. Available from:Reaches 12 Million Worldwide, [online]. Available from: http:// http://wowinschool.pbworks.com/w/page/5268731/FrontPageeu.blizzard.com/en-gb/company/press/pressreleases.html?101007 (Accessed March 14, 2011).(Accessed March 14, 2011). Gladwell, M. (2008) Outliers: The Story of Success. Kindle edition.Broadcasters’ Audience Research Board. (2011) Monthly Total Viewing Penguin Group.Summary, [online] Broadcasters’ Audience Research Board. Availablefrom: http://www.barb.co.uk/report/monthlyViewing (Accessed March Hagel, J. & Brown, J.S. (2009) ‘How World of Warcraft Promotes12, 2011). Innovation’ Business Week Online, January 14 [Online] Available from: http://www.businessweek.com/innovate/content/jan2009/Brown, J.S. & Thomas, D. (2008) ‘The Gamer Disposition’, Harvard id20090114_362962.htm (Accessed March 14, 2011).Business Review, blog entry posted February 14, 2008. Available from:http://blogs.hbr.org/cs/2008/02/the_gamer_disposition.html Hoyle, M.A. (2009) ‘World of Warcraft and Me: A True Confession’,(Accessed March 16, 2011). E1n1verse - WoW, Learning, and Teaching by Michelle A. Hoyle, blog entry posted August 4, 2009. Available from: http://Brown, J.S. & Adler, R.P. (2008) ‘Minds on Fire: Open Education, the einiverse.eingang.org/2009/08/04/world-of-warcraft-and-me-a-true-Long Tail, and Learning 2.0’ EDUCAUSE Review, 43 (1), [Online] confession/ (Accessed July 15, 2010).Available from: http://connect.educause.edu/Library/EDUCAUSE+Review/MindsonFireOpenEducationt/45823 (Accessed August 22, Irdeen, Myndflame & Gameriot. (2010) Boom de Yada WoW - Eng2008). Subtitles, [online] Video, YouTube. Available from: http:// www.youtube.com/watch?v=oOZBU257ERE (Accessed March 14, 2011).Churches, A. (2008) Bloom’s Digital Taxonomy, [online] PDF. Availablefrom: http://edorigami.wikispaces.com/Blooms%20Digital Jenkins, H. (2004) ‘Reality Bytes: Eight Myths about Video Games%20Taxonomy (Accessed March 8, 2011). Debunked’, The Video Game Revolution, blog entry posted 2004. Available from: http://www.pbs.org/kcts/videogamerevolution/impact/Conner, M. (2009) Introducing Informal Learning, [online]. Available myths.html (Accessed March 8, 2011).from: http://marciaconner.com/intros/informal.html (Accessed June 11,2009). Krathwohl, D.R. (2002) ‘A Revision of Bloom’s Taxonomy: An Overview’ Theory into Practice, 41 (4), [Online] Available from: http://dx.doi.org/Ducheneaut, N. et al. (2007) ‘The Life And Death of Online Gaming 10.1207/s15430421tip4104_2 (Accessed March 8, 2011).Communities: A Look at Guilds in World of Warcraft’, in Proceedings ofthe SIGCHI Conference on Human Factors in Computing Systems (SIGCHI Lazzaro, N. (2004) Why We Play Games: Four Keys to More Emotion2007), San Jose, CA, United States, April 28 - May 3, ACM. pp:839-848. without Story, XEODesign, Inc. Available from: http://Also available from: http://doi.acm.org/10.1145/1240624.1240750. www.xeodesign.com/whyweplaygames/ xeodesign_whyweplaygames.pdf (Accessed February 12, 2011).Entertainment Software Association (2010) 2010 Essential Facts aboutthe Comnputer and Video Game Industry, Entertainment SoftwareAssociation. Available from: http://www.theesa.com/facts/gameplayer.asp (Accessed March 8, 2011).
  29. 29. References (2)Lenhart, A. et al. (2008) Teens, Video Games, and Civics, Pew Internet & from: http://www.southparkstudios.co.uk/clips/sp_vid_155271/American Life Project. Available from: http://www.pewinternet.org/ (Accessed March 11, 2011).Reports/2008/Teens-Video-Games-and-Civics.aspx (Accessed February21, 2010). The Nielsen Company. (2009) ‘Average TV Viewing for 2008-09 TV Season at All-Time High’, Nielsen Wire, blog entry posted November 10,McGonigal, J. (2011a) ‘Introduction’, in Reality Is Broken: Why Games 2009, 2009. Available from: http://blog.nielsen.com/nielsenwire/Make Us Better and How They Can Change the World, Kindle edition. media_entertainment/average-tv-viewing-for-2008-09-tv-season-at-all-Vintage Digital. time-high/ (Accessed March 12, 2011).McGonigal, J. (2011b) ‘Chapter 1: What Exactly Is a Game?’, in Reality Is Wenger, E. (2008) Communities of Practice: Learning, Meaning, andBroken: Why Games Make Us Better and How They Can Change the Identity. New York, NY, United States:Cambridge University Press.World, Kindle edition. Vintage Digital. Wenger, E. (2006) Communities of Practice: A Brief Introduction, [online]McGonigal, J. (2011c) ‘Chapter 2: The Rise of the Happiness Engineers’, web page. Available from: http://www.ewenger.com/theory/index.htmin Reality Is Broken: Why Games Make Us Better and How They Can (Accessed February 21, 2010).Change the World, Kindle edition. Vintage Digital. Wikipedia. (2011) Wide World of Sports (U.S. TV Series), [online]McGonigal, J. (2011d) ‘Chapter 3: More Satisfying Work’, in Reality Is Wikipedia. Available from: http://en.wikipedia.org/wiki/Broken: Why Games Make Us Better and How They Can Change the Wide_World_of_Sports_(U.S._TV_series) (Accessed March 16, 2011).World, Kindle edition. Vintage Digital. WoWHead. (2011) WoWHead: Database: Quests, [online]. Available from:McNiff, J. (2002) Action Research for Professional Development: Concise http://www.wowhead.com/quests (Accessed March 16, 2011).Advice to New Action Researchers, 3rd edition, [Online] Available from:http://www.jeanmcniff.com/booklet1.html (Accessed June 23, 2010). Yee, N. (2004a) Player Demographics, [online] The Daedalus Gateway. Available from: http://www.nickyee.com/daedalus/Meloni, W. (2010) ‘The Next Frontier - Female Gaming Demographics’, gateway_demographics.html (Accessed March 14, 2011).Gamasutra, blog entry posted 2010. Available from: http://www.gamasutra.com/blogs/WandaMeloni/20100330/4812/ Yee, N. (2004b) Gender and Age Distribution, [online] The DaedalusThe_Next_Frontier__Female_Gaming_Demographics.php Gateway. Available from: http://www.nickyee.com/daedalus/archives/ 000194.php (Accessed March 14, 2011).Momsen, J.L. et al. (2010) ‘Just the Facts? Introductory UndergraduateBiology Courses Focus on Low-Level Cognitive Skills’, CBE-Life Sciences Yee, N. (2005a) MMORPG Hours vs. TV Hours, [online] The DaedalusEducation, 9 (Winter 2010), pp:435-440. Also available from: http:// Gateway. Available from: http://www.nickyee.com/daedalus/archives/dx.doi.org/10.1187/cbe.10-01-0001 (Accessed March 14, 2011). 000891.php (Accessed March 14, 2011).NPR Staff. (2011) A Lack of Rigor Leaves Students ‘Adrift’ in College, Yee, N. (2008) The Daedulus Project, [online]. Available from: http://[online] NPR. Available from: http://www.npr.org/ www.nickyee.com/daedalus/docs/shared-data.php (Accessed February2011/02/09/133310978/in-college-a-lack-of-rigor-leaves-students- 16, 2011).adrift (Accessed March 14, 2011). Yee, N. (2005b) Playing with Someone, [online] The Daedalus Gateway.South Park Digital Studios. (n.d.) South Park Studios UK and Ireland - Available from: http://www.nickyee.com/daedalus/archives/Preparing for Battle, [online] Clip from Season 10, Episode 8. Available 001468.php (Accessed March 14, 2011).

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