Showing posts with label learning2gether. Show all posts
Showing posts with label learning2gether. Show all posts

Sunday, February 23, 2020

When I wasn't dreaming

Last night, when I wasn't dreaming, I was thinking. Now I'm a week into the eLearning course which I managed to get set up for a kickoff webinar that was delayed to February 20. You  can find the description of the course here, http://workshops2020.pbworks.com/w/page/138546024/Create_Your_Blended_Learning_Classroom, and here's the recording of the first webinar:


I had been given reassurance that the course would go ahead as planned when the RELO team in Bangkok informed me on February 8 that they were about to start promoting it. I was at CamTESOL in Phnom Penh at the time with a workshop to give the following day, and the day after that my beautiful assistant Bobbi and I flew to Thailand on a well-deserved break, having pre-paid for diving for three days. I downloaded Schoology manuals on my cell phone and took them on the boat with me, but didn't have much time or energy to focus on the eLearning course from the 8th until the day we spent transiting airports February 14, and I woke up in Penang on the 15th with only two days before the planned start of the course.

The first snag had been that I really didn't know much about Schoology, the platform I had selected on the basis of having experienced courses which others had developed, and been a collaborator on one that someone else had set up. Had I finally over-extended myself this time? I had come to the realization that there was a lot about Schoology that was not intuitive and that others had done for me in the past. So I had to set a full day aside to start googling my questions about Schoology and then systematically read the hits on the manuals that Schoology had thoughtfully placed on line to help users get started with the tool. Through this effort I was soon in position to get the course set up.

By then RELO Bangkok and I had decided to start with the first webinar on Feb 20, but the next problem was getting the course populated. There were not many respondents from Thailand to the announcements about the course from the week before and the original start date of Feb 17 came and went with only a 4 participants signed up besides another handful who were in other ways associated with managing the course. But RELO Bankok was amenable to my reaching out to my other networks, and once I had posted an invitation to my Facebook groups and on three TESOL Communities lists, we had 30 people registered before day of the first webinar on Feb 20.

Because the course had been planned as follow-up consultancies for participants whom it was assumed would have mostly been familar the my workshops at http://workshops2020.pbworks.com/, I had not built in any tutorial materials into the mix, and I had no idea who the new participants were, so I set up discussion forums asking who they were and why there were there. And on Feb 20, a few of them appeared at the opening webinar and I began to get an understanding of what direction the course should take. When we should meet was the first issue, but I was able to set up a kind of calendar once I discovered the participants responding were in South America (EST time zone), the Middle East, Thailand of course, and the rest of Asia (but not Japan, which would have been one time zone too far). From this we were able to fix a time for most of our events, 1400 UTC, waking hours morning and night for our complete range of participants.

So now we're working on the content for the course. I had loosely planned it on having participants learn by doing. Accordingly, there were three tasks, one for each week of the course.

Week 1 - create a digital poster or infographic


The first task for the week that ends three days from now is to create a "digital poster." This could be anything a participant wanted to project, as long as it had a link. I suggested it should have some mulitimedia element, or be an all-media presentation (a screen cast using Screencast-o-matic, for example). The the purpose of the assignment was to get participants to surface their existing digital literacies and to add to that tools I had referenced from my workshops, or that they might have learned about from others in the course. It's a community-as-curriculum approach, where participants drive what gets learned around their interests and what they need to know, and an active hands-on approach, where they learn by doing, making mistakes and correcting them, and from meaningful problem solving.

The problem with that approach is in getting participants to DO it with minimal guidance, though I have been tryng to steer them to my workshop materials, where the guidance is, expecially on the three tools I find most useful for creating blended learning environments and classrooms. Here are the links to those tools in my workshops:


I would like to add to Week 1's mix one more element, Yo! Teach.

Yo!Teach! is a backchannel chat tool that was developed to replace Today's Meet, which died at some point last year, despite having become quite popular for passing messages to and from classes and other gatherings. I learned about Yo!Teach via an article in the TESOL CALL-IS Newsletter:
http://newsmanager.commpartners.com/tesolcallis/issues/2019-08-26/3.html

Yo!Teach is also listed as one possible replacement for Today's Meet at this website
https://www.commonsense.org/education/articles/5-online-discussion-tools-to-fuel-student-engagement

When meeting blended learning classes online, it can be useful to set up a back channel. Then if anyone is having a problem, that person can post a message in Yo!Teach and stand a chance of there being someone at the other end who can help.  If there is no one there you can at least leave your message and someone should see it and reply, or if you leave a name or contact, get back to you at some point.

Yo! Teach was designed as a back channel to be used concurrently with live events. So I can monitor it during office hours, for the benefit of anyone who wanted to ask a question asynchronously (or synchronously) and know that they would be able to get it answered in live chat during office hours.

Week 2 - Create a digital story


The follow-on task for the second week is to advance from exploration and budding skills with the recommeded tools into something that can illustrate a narative, or digital story. This came up in the first week at the first office hour of the course, when Magali from Ecuador appeared and told us about a platform being developed at her university which featured a means for students to create digital stories using the primitive tools built into the platform. I suggested that she could use tools available online that she would have more control over, and link from the school's platform to the online artifacts that she and her students created in the wild using pre-existing Web 2.0 tools. That conversation was recorded, and you can see it here.

Digital storytelling is a concept that transcends multiple purposes. As with the simpler "digital poster", it would be an excercise that pushes participants to carry their skills forward from a simple infographic the first week to a narrative using digital tools which they would bring to bear on the project according to their abilities. And the benefit of that would be that everyone would see what everyone else's abilities were and scaffold one another when those abilities were a rung or two up the scaffold. Everyone would learn from one another.

So now that I'm getting some interaction from participants in the course, three days into its emergence, I have clearer ideas about how to proceed. Now I'm ready to move forward with materials for the second week that would focus us on tools that, through the ruse of finding and using them to create a digital story, would get people thinking about and working with the tools that would be most useful in creating and using blended (and flipped) learning classrooms.


Week 3 - Create some aspect of a blended learning classroom


The third week asks participants to start some aspect of a blended learning classroom. Again there is no instruction apart from what the instructor / English Language Specialist is modeling. When put in the position of having to appear in Thailand with a platform that would encompass my workshops, I fell back on PBworks. I tried both Wix and Weebly but found those frustrating. PBworks allows me most flexible control over my portals. I can embed images and other graphics and even videos. It's HTML-based and I can get at the code. It's quick to work with so I can alter it one day to the next. I have a system of setting up archives and using the sidebar for easy navigation around the site. The sidebar and table of contents widgit create bookmarks throughout the site which can each be linked to, so pointing participants to exactly where you want them to look is quick and easy. I haven't found anything better than or that even comes close to PBworks for power, simplicity of implemetation, and speed and alterability, except perhaps Google Docs, which could do almost the same thing but without the sidebar.

For the eLearning I added the Schoology layer because PBworks lacks a way for users to interact with one another. Schoology can host forums and announce events. It's also quick and easy to work with, moreso than Moodle. Although the complexity of Moodle makes it more robust, Moodle has to be hosted through someone who maintains the server, and this creates problem both in the permissions you have to control your own course and the stability of that server. If you want to host with someone whose business it is to host other people's Moodles, that usually comes with a fee. Schoology at the moment offers reliable hosting with no fee for the basic functions. So it's a good starter platform for creating an LMS.

The foregoing two paragraphs in this post are my content for Week 3, but I'm not explicit in teaching that in my coursel My intent is to model to participants how to create blending learning classrooms by getting them into one and letting them see how it looks and feels, and do the same in their own contexts if the wish, or apply the look and feel to other tools if they have access to others. So that gets us through week 3 and to the end of the course.

After the course, once I've stopped dreaming


But life goes on, and this is what I was thinking about last night as I lay awake at dawn, the realities I'm recording here encroaching on my dreams. In April I am scheduled to give a presentation at the TESOL conference in Denver as a member of a panel on "Creating Materials in a Digital World," which has been included in the TESOL 2020 convention program in Denver, April 1st, 2020, 1:00 PM - 2:45 PM in room 402 at The Colorado Convention Center.

This came about when the Materials Writers Interest Section, in conjunction with Career Paths Professional Learning Network, issued a call last August for panelists "who have experience adapting, creating, and using digital materials to teach English and train English teachers. ... Such experience may include, but is not limited to, blended and hybrid learning, online learning, gamification, differentiated learning, building online learning communities and teacher education." The abstract for the panel is:
As the world becomes more dependent on technology ELT professionals find ways to adapt. This presentation shows participants in all stages of their career paths various ways they can adapt, create, and develop materials for digital learning in a variety of contexts for language teaching and teacher training.
Although I had neither conceived nor imagined this English Language Specialist project when I applied to be on the panel, it is definitely what I'll be focusing on.

This brings me to one last part of the jigsaw puzzle. Every three months I have to produce an article, preferably an edited one, for the On the Internet column of TESL-EJ, http://tesl-ej.org/.  I wrote the last one and it is perhaps bad form for an editor to write two in a row for his own column, but I may have little choice, as my calls for papers go unanswered. A write-up of my TESOL presentation might make a worthy article for the next issue of OTI if no one else comes forward.

In this post, I may have got started on that article :-)

Saturday, February 15, 2020

And now, after a month of workshops and conferences, the back side of the flip

Bobbi and I just returned home after midnight last night from the most amazing month. I guess I'll be piecing it together over the coming month, picking up the pieces off the internet and putting them together in an even better picture of what took place, but here is where the pieces have kind of come together.

I was invited to do an English Language Specialist gig in Thailand involving giving workshops from January 20-29, a plenary and another workshop at the ThaiTESOL conference in Bangkok, followed by three weeks of eLearning to be delivered from my home in Penang. So, we flew to Thailand on Jan 18 and were put up in the Conrad Hotel, nearby the US Embassy and in the most congested part of Bangkok, Sukhumvit Road. We were on the executive floor which had breakfast in a special lounge, full buffet without crowds, and came with an evening happy hour with enough of a buffet to fill us for dinner. Lunch was usually provided by the RELO's office or the places where I gave workshops while we were there,  but if not, we never felt the need for it. 

After dinner I usually had to focus on my next day's workshops anyway, which I constantly fine-tuned according to what I'd learned the previous day (i.e. how to improve them) and made changes to accomodate the next day's audience, whether I would be presenting to undergraduate students or practicing EFL teachers, Thai or native speakers, number of participants (anywhere between 14 and 40), and length of the next day's workshops, which could be anywhere between 2 and 4 hours. All this was manipulated and archive through the wiki portal I'd set up as a home page for the workshops, here: http://workshops2020.pbworks.com/ .

The workshops were on flipped and blended learning and I was modeling how to create a blended learning environment and flipping that to optimize meaningful and self-directed learning. The wiki was the core to that but I also had a Google Slides presentation, https://docs.google.com/presentation/d/1HwSaXa3mT2HrcQz2dh7dD1e7fTHaofIbU7hzexHp-ZU/edit?usp=sharing, the better to walk participants through the parts of my wiki that I would cover on a given day. 

The wiki included polls, Padlet, and places where teachers could create wiki backchannels for communicating with students asynchronously or on the fly, in the classroom. I always encouraged participants to aggregate what we did in any workshop around a Twitter tag, unique for each day. This vacuumed up a lot of what the participants produced each day which I dumped onto a wiki archive for each set of workshops, here: http://workshops2020.pbworks.com/w/page/138117909/archives2020

To complicate things Bobbi and I were flown or driven between four different cities in Thailand -- in and out of Bangkok to Ubon Ratchathani, Bangsaen, and our favorite, Chiang Rai, which ironically we'd just passed through the year before on our two-day boat trip up the Mekong from Luang Prabang, on our way down to Chiang Mai. Normally we'd leave our hotel before breakfast and fly (or in the case of Bangsaen, drive) to the next destination, give a workshop there, overnight in a hotel, and give more workshops in the morning before returning to Bangkok to rest at the Conrad before workshops in Bangkok the following morning, rinse and repeat for two weeks, with time off on Saturday and Sunday.

This went on until my last workshop in Bangkok Wed Jan 29, and then the next day the annual ThaiTESOL conference started, and I was the plenary speaker on the first day right after lunch. The talk was on Flipped Learning so I got Jeff Magoto, a colleague in Oregon who was conducting an EVO session on that topic, to allow me to simulcast it to his participants. He recorded it in Zoom for me, and I blogged it, with the video recording and all the slides and ancillary artifacts flipped onto the Internet here: 

I also gave a workshop the following day at the ThaiTESOL conference, on teaching EFL through coding, coasted through the last day of the conference, and then Bobbi and I flew back the following day to Penang, where we repacked and flew just a few days later to Phnom Penh, where I gave the same workshop at the CamTESOL conference.

I recorded this one myself, with a larger audience, better delivery on my part, and livelier dynamics with the participants, here: https://learning2gether.net/2020/02/09/teaching-english-through-coding-using-collaborative-projects-that-dont-require-specialist-skills-or-even-a-computer/

While at CamTESOL, I found that the Regional English Language Officer, RELO Bangkok, was preparing to announce the 3-week follow-up to my workshops to be held online from Feb 17 to March 7. This had been in the overall plan but details had been left way up in the air until the RELO got back from a retreat in Bali Feb 8. Meanwhile we had arranged to fly the day after CamTESOL to Phuket in Thailand and then get a taxi an hour north to Khao Lak where there was reputed to be good diving. We executed this plan, dived for three days, and then flew back from Phuket to Penang via KL. 

Now I've got to come up with a store full of goodies for the eLearning that starts in just two days. I've got a storefront up here, 
but at the Schoology link, I've yet to stock the shelves. I need to get that done today and tomorrow.

I'll complete this post with pictures and videos when I get a moment, and create a new post on the eLearning in March. Meanwhile, you can follow a lot of this at my more often updated blog, https://learning2gether.net/

Tuesday, November 13, 2018

EVO Minecraft MOOC travels to WorldCALL 5 in Concepción, Chile


I'm in Concepción, Chile, for my 3rd WorldCALL conference. They happen every five years. I was at the first one in Melbourne, Australia in 1998. I met Jeong Bae Son there and was asked to join him on the executive committee at APACALL (http://www.apacall.org/) shortly after that, and have been active in that organization ever since. I believe JB, as he likes to be called, will be in Concepción this year.

I missed the second WorldCALL in Banff in 2003 but went to Fukuoka in 2008. I was not able to attend Glasgow in 2013 but it looks like I'm consistently attending every other one. This one November 13 to 16, 2018, is only the 5th WorldCALL conference ever, http://worldcall5.org/.

EVO Minecraft MOOC at WorldCALL 5 in Concepción

My talk at WorldCALL 5 will be on Gamifying teacher professional development through Minecraft MOOC

Abstract

EVO Minecraft MOOC is an ongoing community of practice of language teaching practitioners which invites newcomers to join in every January / February and then continues throughout the year with a dedicated group of teaching peers who have been interacting online in Minecraft for the past 4 years. This presentation explains how the group was formed, how it functions, and what we have learned about gamifying learning by experiencing it ourselves when playing the game Minecraft with one another. More importantly we reflect continually on how this informs our approach to teaching and learning. This presentation shares our insights and perspectives with our audience and invites them to join us online if they wish to learn more about what gamification feels like as a learning experience.

Summary

Electronic Village Online is an annual teacher training event run under the auspices of TESOL CALL-IS. EVO Minecraft MOOC is a 5-week session that has taken place in Minecraft, a wiki, and Google+ Community space each Jan / Feb since 2015. The presenter conceived the idea for EVO Minecraft MOOC as a way that he himself could develop expertise in the game and thereby use it with students. Other teachers were attracted to the concept, including some who had some experience in the game. Participants were attracted to the session for the same reasons — not that their learning paths had been prescribed for them in a neatly pre-set syllabus but that by entering the “game” or session, learning would happen for them in a way that participants would come to understand by experiencing the process that Ito et al (2010) characterize as “hanging out, messing around, and geeking out.”

We have found that Minecraft is capable of reversing the normal student teacher dichotomy whereby teachers traditionally are assumed to know more than their students. We have found through the experience of participants in our EVO session that that participants tend to take charge of their learning by guiding one another in the vagaries of the game.

This presentation explains what teachers (who are learning about the game through the experience of playing it as learners) are learning about designing worlds within the game context that will meet their curriculum objectives and create an engaging and enjoyable experience and task-based environment for learners. But above all, the paper explores how teachers can be made aware of the affordances of Minecraft by creating such spaces for one another and interacting in those spaces. It also serves as an example of how we teachers can use what we have learned through our experience with MOOCs to form communities of practice to reboot our own learning, using the community as curriculum model (Cormier, 2008).

A trailer for my presentation in Concepción appears here


I blogged how this came about at my more frequently updated podcast blog here,
https://learning2gether.net/2018/11/01/vance-stevens-presents-lightning-talk-on-engaging-students-in-gamified-classrooms-using-minecraft/

The video was the result of a concatenation of events. I was taking an iTDi Teaching Online course facilitated by Heike Philp and one of the projects was to produce a video teaching something to an imaginary class of online learners. Meanwhile I had been asked to prepare a "lightning talk" of 5 or 6 minutes explaining EVO Minecraft MOOC for the Games and Learning Community Group session at EDUCAUSE in Denver and have it ready for their face-to-face session on November 1
https://events.educause.edu/annual-conference/2018/agenda/games-and-learning-community-group-session-open-to-all

The YouTube video is online here, https://youtu.be/aKzE43EsPsk. It is a quick run-through of the slides accompanying my WorldCALL 5 presentation, which I have placed online here:
https://tinyurl.com/vance2018worldcall



So that is the flipped learning side of my presentation in Concepción. Having done all this preparation, and as the slides are online, I plan to simply talk about them in the 30 minutes I have available to me at WorldCALL.

One thing I would like to emphasize in my presentation is something that Yuko Kato, one of my colleagues in the iTDi course, asked me: What is the language purpose of this? This is a question that is quite critical to keep in mind at a WordlCALL conference on computer assisted language learning.

I co-wrote an article which might be a good starting point, Smolčec, M., Smolčec, F. and Stevens, V. (2014). Using Minecraft for Learning English. TESL-EJ 18, 2. Available: http://www.tesl-ej.org/wordpress/issues/volume18/ej70/ej70int/. This gives many examples of students using MC to practice and improve learning a FL.

Several of the colleagues who appear in this article have formed a community of practice called EVO Minecraft MOOC. The purpose of this community is to help teachers experience the affordances of MC for communication, critical thinking, problem solving ... all elements underpinning real communication i.e. the desire to learn and use a language. The following article explains how EVO Minecraft MOOC helps teachers to understand the participatory culture which players enter and how to apply the affordances of the game to language learning contexts, Stevens, V. (2017). Gamifying Teacher Professional Development through Minecraft MOOC. In Zoghbor, W., Coombe, C., Al Alami, S. & Abu-Rmaileh, S. (Eds.). Language Culture Communication: Transformations in Intercultural Contexts. The Proceedings of the 22nd TESOL Arabia Conference. Dubai: TESOL Arabia. Pages 75-92. Available: http://vancestevens.com/papers/evomcmooc_TACON2016.pdf



I'm trying to get Flipgrid to work. The following is experimental ...

View my Flipboard Magazine.

Writingmatrix at WorldCALL 3 in Fukuoka

I preserved the following notes from WorldCALL 3 in Fukuoka in 2008

At the August 6-9, 2008 WorldCALL congress in Fukuoka, Japan, http://www.j-let.org/~wcf/modules/tinyd0/, my 45 min. session on Engaging collaborative writing through social networking was listed in the program at http://www.j-let.org/~wcf/docs/Web_20080728.htm in the Aug 6 time slot from 17:25 to 18:10 Tokyo time. Nelba Quintana, a collaborator on the Writingmatrix project I was reporting on, joined me at the podium for the presentation.


Nelba Quintana and I after we gave our presentation - photo by Joseph Dias
As mentioned, Nelba Quintana, one of the original Writingmatrix teachers, joined me at my session, and Rita Zeinstejer and Sasa Sirk joined in online, as you can hear in the recording.



Several Webheads (http://webheads.info) attended this conference. Some are shown in the photo above, taken by Tom Robb (also a Webhead). They might have been about to listen to Vera Menezes give an interesting plenary address on CALL development in the context of chaos theory and how strange attractors create butterfly effects impacting subsequent development of a field like CALL felt all around the world. For example ... imagine huge auditorium, huge screen dwarfing tiny podium with speaker on stage, who clicked on a slide on ... Webheads in Action, and another slide on Writingmatrix. Erika Cruvinel was also mentioned in one of Vera's slides where she talked about Erika's model project sharing with Claudia's class in La Plata. 

I found this picture at the Webheads Posterous blog which was moved (when Posterous shut down) here http://webheadsinfukuoka.wordpress.com/.

I wrote up my talk for the conference proceedings

Stevens, Vance. (2009 July 15). Engaging Collaborative Writing through Social Networking. In Koyama, Toshiko; Noguchi, Judy; Yoshinari,Yuichiro; and Iwasaki, Akio (Eds.). Proceedings of the WorldCALL 2008 Conference. The Japan Association for Language Education and Technology (LET). ISBN: 978-4-9904807-0-7, http://www.j-let.org/~wcf/proceedings/proceedings.pdf pp.68-71.

My paper Engaging Collaborative Writing through Social Networking appears in the online version of the WorldCALL 2008 proceedings http://www.j-let.org/~wcf/modules/tinyd12/index.php?id=5. The paper linked from those proceeds is available here http://www.j-let.org/~wcf/proceedings/d-052.pdf, while a proof version can be found here http://www.vancestevens.com/papers/archive/WorldCALL2008_proceedings_vancestevens.pdf


Wednesday, January 27, 2016

Networking, and playing the Big G Game of EVO Minecraft MOOC

By Vance Stevens
English Faculty, HCT / CERT / KBZAC, Al Ain UAE



Abstract:
This post relates how #evomc16 co-moderators are using Minecraft to help teachers understand how gamification might work for them in their classrooms by giving all concerned the experience of interacting in the game.

But Minecraft turns out to be only a vehicle for understanding the wider concept of gamification. By building elements of gamification into EVO Minecraft MOOC, this session becomes a Big G game space where participants can meet other educators to learn how their students can benefit from gamified environments. So participants here (as well as moderators) are developing their understanding of gamification while enjoying playing in the little g game of Minecraft.

Gamification is modeled in the Big G Game space through creation of a Google+ community "gameboard" and having participants figure out from there what they have to do to play the game. Eventually they end up in Minecraft in creative mode. They then graduate to coping with survival in the more challenging game environment, and through that experience learn that gamification is all about teamwork, mutual support, meeting challenges, and achieving goals, whatever they are, and however they themselves define them. 

The ‘aha’ moment occurs when the players succeed in both the upper and lowercase games and realize that, if what they were trying to teach were placed in such a context, it would not only become more engaging to the learners, but their students would be taking their own learning into their own hands. This can create a powerful learning environment, but educators need to experience it for themselves in order to understand it.

Electronic Village Online (EVO, http://evosessions.pbworks.com) takes place every year (since 2001) and this year runs from January 10 to February 13, 2016. EVO Minecraft MOOC (EVOMC16) is now in its second year as one of these sessions, http://evosessions.pbworks.com/w/page/103533067/2016_EVO_Minecraft_MOOC .

There are 185 people enrolled in the Google+ community that serves as the base for EVOMC16, https://plus.google.com/u/0/communities/112993649763396826671, but far fewer actively engaged participants. For this small coterie, it seems to be going well. They have found in the Google+ community page the link to the syllabus, http://tinyurl.com/evomc16-syllabus, which points to a set of missions here: http://missions4evomc.pbworks.com/. The missions are pretty straightforward -- or, they must be, as participants seem to be finding them and doing them without asking too many questions, and when they do ask and the moderators respond, the response seems to get them on task.

Gee (2008, p.24) distinguishes the little ‘g’ game, the software comprising a game such as Minecraft, and the Big ‘G’ game or "social setting" that the little ‘g’ game helps to gamify. Going to the Google+ community page and figuring out where the session components are and what you are supposed to do with them is how you play the Big G Game of EVO Minecraft MOOC. Completing the 10 missions (or a to-be determined number) leads to the awarding of an EVOMC16 survivors badge. Evidence of completion of the required missions is recorded in a Google spreadsheet which is in turn linked from a click on the badge. The badge is awarded through Credly. The Credly system validates awards through specification of criteria needed to earn a badge. A link from the badge awarded directs anyone who clicks on your award to an open document displaying verifiable evidence of what was accomplishment.
2015-02-07_0521evominecraft_credly.png
The missions are, for weeks 1 and 2:
  1. Introduce yourself on our Google+ Community  
  2. Install and enter our voice tool so we can communicate in VoIP while in-world
  3. Fill in the Google Registration form
  4. Reflect on your activities for Weeks 1-2
  5. Join the Missions Accomplished Google sheet
  6. Join us in Minecraft
These missions have provided our demographics for this session and shown us who we are likely to be working with through to the end of the session. As things stand midway through the session:
  • Although we have 185 members on our Google+ Community, this doesn’t give us much of an indication of who is with us in 2016 because we are continuing a community that we started last year. 
  • But from Mission 3, we see that around 30 participants have filled in the Google form “enrolling” them in the session.
  • Of these, 21 provided Minecraft usernames, which are needed to whitelist them on the server. So at this point in the session, we have around 21 participants with access to our server, plus 7 active moderators, and a few others besides.
  • Our most rigorous test of commitment is completion of Mission 5, where participants must request access to our Google Sheet in order to track their ten missions accomplished. Midway through the session, a little over half a dozen participants had joined that document, but this number is likely to increase as the session goes on, since completion of missions leads to awarding of badges.
What our participants lack in number they have been making up for in energy. Our server in creative mode has been attracting some impressive builds. Here are a few who have posted their achievements on our Google+ Community page.  
  1. Yvonne Harrison has documented some incredible structures on her Flickr feed, linked from here http://yvonneh.edublogs.org/2016/01/26/evo_mooc-minecraft-server-5/.
  2. Thorsten Gross has posted pictures of his builds here https://paradigmagnus.wordpress.com/2016/01/14/minecraft-mooc-tumbling-down-the-world-of-cubes/, and of a project he was involved with at Ricarda-Huch-Schule in Dreieich, Germany, here, https://plus.google.com/113742735224806254960/posts/QoNJNUKbwkG
  3. Kathleen Kerney created a lovely garden, https://plus.google.com/109894618020189345959/posts/epWNDxXccVG
  4. Beth Evans is prepping for survival, https://eslbeth.wordpress.com/2016/01/25/prepping-for-survival/
  5. Beth O’Connell has created a library house, http://booklady9.edublogs.org/2016/01/24/inworld-maps-in-minecraft/
  6. Ellen Clegg made a good start on her house, https://mcecsite.wordpress.com/2016/01/23/finally-getting-to-play-around-woo-hoooo/
  7. Moderators Jeff Kuhn and Aaron Schwartz have been busy creating whimsical structures such as a towering Sargon’s castle, and a zombie pit where buttons summon monsters (so participants can practice dispatching them) https://plus.google.com/+AaronSchwartz_oh/posts/TUqjApWXHZ2
  8. Micea Patrascu has been making some phenomenal builds with secret mechanisms and logic gates, and putting train tracks through tunnels around the server connecting them. I made a video of one of the train rides: https://youtu.be/nL02Sh-rmss which you can find embedded in my blog post at Stevens (2016).

Mircea Patrascu shows where this train ride ends up, at his subway stop, in his post here: 
https://evominecraftmp.wordpress.com/2016/01/28/a-day-in-evo-minecraft-world/
Mircea shows where this train ride ends up, at his subway stop, in his post here: https://evominecraftmp.wordpress.com/2016/01/28/a-day-in-evo-minecraft-world/Mircea's post to the EVO Minecraft MOOC Google+ Community gives his incredible video overview of the roller coaster at the train station end of the ride, which as you can see in the comments to that post, he created with his son:
https://plus.google.com/+MirceaPATRASCU/posts/hekx7koKFW6.


In order to access the roller coaster, you have to answer three questions about Minecraft. When the switches with the answers are correctly set, a door opens, and you can push a button to set the train in motion. Enjoy this ride!



It looks like the participants mentioned above are well on their way to earning their badges, and there are only a few missions left to accomplish. These are set in weeks 3 and 4 of the session, with week 5 being set aside for consolidation, learning from one another, helping others who might be inspired to catch up, and of course helping each other stay alive in survival mode. The transition to survival mode is planned for week 4, and will continue for as long as the server stays alive and properly maintained in Aaron’s office at Ohio University.
The focus of Week 3 has been Networking, finding out what’s available in the wider world of Minecraft.

For week 3 the missions are to
  1. Explore other networks in Minecraft
  2. Build something in creative mode on our server
and for week 4 to
  1. Create pictures or video of you in survival mode
  2. Reflect on your experiences in survival mode
Each set of missions is described in a page at our missions wiki; for example this one for week 3, on networking: http://missions4evomc.pbworks.com/w/page/103905655/2016_Week3_Network

Apart from the several networks of educators using Minecraft mentioned there, networking activities in our group included:
  • Bron Stuckey’s online presentation in Week 3 where she filled us in on how others were incorporating Minecraft in promoting learning from among her extensive network of connected educators, http://learning2gether.net/2016/01/24/bron-stuckey-and-evo-minecraft-mooc-projects-and-challenges-designing-and-building/
  • Yvonne Harrison posted about what she is learning about the wider Minecraft networks https://plus.google.com/115571422706001108741/posts/9ram2vWXVo4 
  • On Sunday Jan 31 Thorsten Groß has arranged for his students at Ricarda-Huch-Schule to show us around an elaborate build they created there, an instantiation of Bron Stuckey's advice that Minecraft helps us turn learning over to the students. Thorsten and his students will conduct a tour through the world of their school reconstructed in Minecraft, as shown in this post, https://plus.google.com/113742735224806254960/posts/6MuW3CP1Pmb.
    They started to do this at
    a BarCamp about games, where the idea of reconstructing their whole school was planned and later on finished by students themselves. This event is scheduled for January 31, 2016, and is one of several events we hope to arrange to showcase the accomplishments of participants in our own extended network.
The networking aspect is what we focus on in this and other sessions like it. Most participants are starting to figure out that effectively networking is the key to success in the Big G game. This is modeled in the design of the EVO session, and in how the session is conducted. Not only are participants learning a lot about about Minecraft but they are starting to find their way about the EVO session itself. They're figuring out that the session is itself set up itself like a game.

Why is it like a game? There are two answers to the question. 
  • The first answer is that it was designed that way. It was designed to inculcate for teachers what gamification actually feels like. 
  • The second answer to the question of why EVOMC16 is like a game is because it is. By that I mean, the Big G Game of Minecraft MOOC has some rules with flexibility, goals and challenges, and awards in the form of badges. It's also much like a game because participants have to figure out these rules, it's designed to let them to figure it out as a built-in part of the game, and as in any game, it it's more fun if it doesn't play out the way anyone especially anticipated. 
This is normal for the app culture. When you go to Facebook and Google+, you don't get clear instructions. You're thrown into an interface and you see what's there and work out what you're supposed to do and how it will benefit you. So for participants who want to play the Big G game of EVOMC16, they go to our Google+ page where they find a sidebar with links they can click on. One of the links is to a syllabus, an outline of what they'll be doing each week during the session. The weeks are themed on Cormier's (2010) well-known five phases of coping in MOOCs, i.e. orient, declare, network, cluster, and focus (see Stevens, 2015, for elaborated explanation).

The syllabus alludes to missions that must be accomplished each week, and links point participants to the wiki where there is more information about each of the missions. The missions have participants do basic things like purchase Minecraft, get a username, introduce themselves to the community, join us in-world in creative mode in order to practice for our shift to survival, and fill in the Google sheet where participants will track their missions accomplished in pursuit of the one badge on offer at the moment. 

As of now we have just completed Week 3 on networks of educators using Minecraft. One aspect of networking is reaching out to the community within. We are hoping to arrange other tours with members of our community, such as the one by Thorsten Gross mentioned above, as our participants are turning out to be a rich source of modeling for all of us

I laid out our Big G goals in response to this post to our Google+ community by Kathleen Kearney, https://plus.google.com/109894618020189345959/posts/epWNDxXccVG.

We are all learning about gamification here, it's not so much about Minecraft. Minecraft is the little g game, the enabler of our emerging knowledge of gamification. When you enter survival mode you'll find that you are assisted by others in world. With their help you stay alive and learn. So gamification turns out to be learning through teamwork and mutual support and meeting challenges and achieving your goal, whatever it is. In this game you set your own goals. By achieving your goals in the game light bulbs go off in your head and light your way to some realization of how what you are learning in EVOMC16 might work to meet your real world challenges. 


The 'aha' moment occurs when the players succeed and realize that if what they were trying to teach were placed in such a context, it would not only become more engaging to the learners, but their students would be taking their own learning into their own hands. This can create a powerful learning environment, and educators need to experience it for themselves in order to understand its implications.


References
Cormier, D. (2010). Success in a MOOC. YouTube. Retrieved from http://youtu.be/r8avYQ5ZqM0.

Gee, J.P. (2008) “Learning and games.” The ecology of games: Connecting youth, games, and learning. Edited by Katie Salen. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. Cambridge, MA: The MIT Press. (pp. 21-40). Available: 
http://ase.tufts.edu/DevTech/courses/readings/Gee_Learning_and_Games_2008.pdf

 

Stevens, V. (2015). Dreams, inspiration, and challenge: Writing in voice to articulate a way forward for EVO Minecraft MOOC 2016. AdVancEducation. Available: http://advanceducation.blogspot.com/2016/01/week-3-playing-big-g-game-of-evo.html.

Stevens, V. (2016). Week 3 - Networking, and playing the Big G Game of EVO Minecraft MOOCAdVancEducation. Available: http://advanceducation.blogspot.ae/2016/01/week-3-playing-big-g-game-of-evo.html.





The above citation is for this post. This post was updated on Jan 31, 2016 and submitted to the Connecting Online 2016 (CO16) WizIQ blog. That post was rejected by the staff keeping the blog at WizIQ because it did not promote the session itself. However, I gave my presentation on this topic at CO16 on Feb 7, 2016 and blogged the archive of the recording here:
http://learning2gether.net/2016/02/07/vance-stevens-at-co16-evo-minecraft-mooc-and-gamification-of-teacher-professional-development/

I published the video of the recording on YouTube