Showing posts with label online learning. Show all posts
Showing posts with label online learning. Show all posts

Monday, July 29, 2013

Nomic: Interactive Gaming Online and Off

Peter Suber in Golm bei Potsdam
Peter Suber in Golm bei Potsdam
(Wikipedia)
I am looking at games that can be used in online classes that are interactive, engaging and promote collaboration. In online classes, the research says that there is a direct correlation between interactivity in an online class and student success and retention. Games are one way to address the student success and retention issue. Nomic, a game I used in my English classes, is definitely one of those games that are very engaging. The game is very useful at the beginning of the semester because students learn a lot about one another, how to work together in groups, self-organization, and what skills one needs to work effectively in groups. They also learn a little bit about politics and creating decision making processes. There are Nomic games that start out with a lot of rules and there are those that start out with a minimal set.

Peter Suber, the inventor of Nomic, wrote “If law-making is a game, then it is a game in which changing the rules is a move.” (This is from the appendix to his book The Paradox of Self-Amendment: A Study of Law, Logic, Omnipotence, and Change (1990).) A version also appears in Douglas Hofstader's excellent book Metamagical Themas.  Nomic attempts to model the self-amending character of a legal system. Self-amendment is only a small part of any set of laws, but capturing it in a game can create a useful model of a functional legal system.

Rules are made by a rule-governed process that itself is governed by rules. The process of making and changing rules can effect some of the rules that govern the process rule-changing itself. Peter Suber calls this the “paradox of self-amendment.”

In a legislative body, like the U.S. Congress, most of the rules that govern the making of laws are constitutional and beyond the reach of the power they govern. Congress can change its parliamentary rules, committee structure, and irrevocably bind its future action by its past action, but through mere statutes it cannot override a presidential veto, abolish one of its houses, start a tax bill in the Senate, or even delegate too much of its power to experts.

When a conflict exists between different laws, the constitutional rules always prevail. This logical difference is matched by a political difference: the logically prior (constitutional) rules are more difficult to amend than the logically posterior (statutory) rules. That these two differences occur together is not accidental. One purpose of making some rules more difficult to change than others is to prevent a brief wave of fanaticism from undoing decades or centuries of refined structure. It is self-paternalism, our chosen insurance against our anticipated weak moments.

Below is an example of how we played Nomic in class. It was meant to take place in a single class meeting face-to-face (hence the short version of the rules) but it tended to go on longer, especially hybrid courses where students could resume the game online in a discussion forum. You will want to read Peter Suber's appendix to his book (actually the whole book is great) and decide for yourself what should be included in a minimal set of rules. I printed everything below this for the class:

Playing the Game 

You should have three or more players. More players is better. Players may use paper and pencil, note cards, e-mail, or any method of recording and managing information. Players suggest and vote on proposed rule changes. Assigning points can be based on a set amount of points given to participants for each rule passed or any other method voted on (rolling of a die, for instance). Each player should have a copy of the Initial Set of Rules to consult. The set includes Immuntable Rules (unchangeable) and Mutable Rules (changeable). New proposals for rule-changes can be written on index cards or on scratch paper. For a blog, rules can be emailed to the moderator or posted as comments, and then he or she can post updated rules to the blog as they are voted in. The participants can also vote on the proposed rules via comments.


 Assignment 

 Play one game. Ironically, you may need to make meta-rules beforehand (choose a scribe and/or a judge, how long should the game be, how shall it be played, etc.). Afterwards, write a short essay describing the experience. What did you learn about the rule-making process? What kinds of rules were useful? How well did your group work together?

Nomic: A Minimal Set of Initial Rules 

 Immutable Rules 

 101. The purpose of the game is to change the rules. A rule-change is any of the following:

  • the enactment, repeal, or amendment of a mutable rule;  
  • the enactment, repeal, or amendment of an amendment of a mutable rule; or 
  • the transmutation of an immutable rule into a mutable rule or vice versa. 

 102. Initially rules in the 100's are immutable and rules in the 200's are mutable. In a conflict between a mutable and an immutable rule, the immutable rule takes precedence and the mutable rule shall be entirely void. For the purposes of this rule a proposal to transmute an immutable rule does not "conflict" with that immutable rule.

103. Each proposed rule-change shall be given a number for reference. The numbers shall begin with 301, and each rule-change proposed in the proper way shall receive the next successive integer, whether or not the proposal is adopted. A note at the end of the rule entry will record the vote for or against adoption

104. Every player is an eligible voter. Every eligible voter must participate in every vote on rule-changes. Each player always has exactly one vote.

105. All proposed rule-changes shall be written down before they are voted on. If they are adopted, they shall guide play in the form in which they were voted on.

106. There must always be at least one mutable rule. The adoption of rule-changes must never become completely impermissible.

107. Whatever is not prohibited or regulated by a rule is permitted and unregulated, with the sole exception of changing the rules, which is permitted only when a rule or set of rules explicitly or implicitly permits it.

108. An adopted rule-change takes full effect at the moment of the completion of the vote that adopted it. No rule-change may take effect earlier than the moment of the completion of the vote that adopted it, even if its wording explicitly states otherwise. No rule-change may have retroactive application.

109. Adding or changing mutable rules requires a simple majority vote. Changing immutable rules to mutable requires a unanimous vote.

110. If a rule-change as proposed is unclear, ambiguous, paradoxical, or destructive of play, or if it arguably consists of two or more rule-changes compounded or is an amendment that makes no difference, or if it is otherwise of questionable value, then the other players may suggest amendments or argue against the proposal before the vote. A reasonable time must be allowed for this debate. The proponent decides the final form in which the proposal is to be voted on and, unless a Judge has been asked to do so, also decides the time to end debate and vote.

Mutable Rules 

 201. Players shall alternate in clockwise order, taking one whole turn apiece. Turns may not be skipped or passed, and parts of turns may not be omitted. All players begin with zero points. In email and computer games, players shall alternate in alphabetical order by surname.

202. Players shall chose a Judge by simple majority vote. The Judge shall also record rules and votes.

203. One turn consists of proposing one rule-change and having it voted on.

204. When a proposed rule-change is adopted, the player who proposed it gains n points.

205. If a rule-change does not pass a vote, the player who proposed it loses n points.

206. The winner is the first player to achieve n (positive) points wins.

207. At no time may there be more than n mutable rules.

208. If the rules are changed so that further play is impossible, or if the legality of a move cannot be determined with finality, or if by a judge's best reasoning, not overruled, a move appears equally legal and illegal, then the player with the most points at that turn wins.

209. If two or more mutable rules conflict with one another, or immutable rules conflict with one another, then the rule with the lowest ordinal number takes precedence.

210. If players disagree about the legality of a move or the interpretation or application of a rule, then players may invoke Judgment. When Judgment has been invoked, the next player may not begin his or her turn without the consent of a majority of the other players.

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Friday, June 14, 2013

Essential Skills for Online Students

E-learning short courses
(Photo credit: London College of Fashion short courses)
I am writing up a page for our students here at Humboldt State University on the study skills needed to be a successful online student. The same skills needed for success in face-to-face courses are needed in online courses, but my research shows that the following are particularly important for online learners:
  • Motivation and Self-Discipline - There is often no set schedule - you must make real commitment to your assignments and deadlines. Remind yourself often why you are in school and what you want to accomplish.
  • Time Management - Use the calendar in gmail or any task list that will notify you like "Remember the Milk." Print out the course schedule and enter the dates into an online calendar.
  • Effective and Appropriate Communication - Even though you are online, your classes are an academic environment; communicate accordingly.
  • Engagement - Be an active learner. You have to take responsibility for your education.  Ask questions. Ask questions in the forums where other students will benefit from the answers, and don't be afraid to answer questions either.
  • Collaboration - Forming online study groups and participating in discussions online can make all the difference in an online course. The connections you make are as important as what you learn. 
I am basing a lot of this on my previous research working in community colleges with our DE 101 class - an introduction to online learning. I am also very interested in the Connectivist perspective here: we need to include more in our student prep courses on networking which is important for students to connect to content, their peers and instructors. Being able to build smart networks is at least as important as the subject matter because the networks will allow students to continue their learning long after the class is over.

I am unsatisfied with our "tech skills" list too. Lots of emphasis on software and not enough on what you would use it for. We need to teach students how to be effective in MOOCs, mlearning and other platforms and educational environments - not just the online learning model of the 90s.

What would you add to this list? What habits make your students successful? Add them to the comments or email me and I will include them in the list. 

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Tuesday, February 19, 2013

The Trouble with College, Online or Off

English: This is Juniper Hall at Humboldt Stat...
There is an editorial in the New York Times entitled "The Trouble with Online College" this morning about online education. It argues that online education has high attrition rates and that students who are unprepared for college will not do very well. The "therefore" is that we should think twice before seeking to attempt the MOOC model (Massive Open Online Courses). The article makes no distinction between "traditional" online classes or MOOCs. It makes no distinction between the different kinds of learning platforms and designs that are going under the name of MOOC. None of this confusion of terms really helps the opinion. All of the research cited in the piece is from Washington State's tracking students in their online classes, not from any research related to MOOCs. With that in mind, I think it is important to look at the success and retention rates of any online class, even MOOCs, and look at what makes for a successful online class.

To begin with, I generally agree with this article but disagree with the take-away. There are problems with online classes but they have the same issues as face-to-face. I recently worked at a college that had a graduation rate of less than 13%, a retention rate of 52%, and a transfer rate of only 15% with tuition at $5600. Not high by national standards but a considerable amount of money to the local population, especially considering the price of textbooks. If a student's classes are not using free, openly licensed textbooks, they can expect to add another $900-$1200 a year to that price tag. No one sounded any alarms; no one suggested that the model is suspect or broken. No one has warned that face-to-face learning may not be cost effective or sustainable. No one has suggested that teachers need special training or that the orientation to college needs to be redesigned - none of that is really possible is it because the face-to-face, brick and mortar model is the best possible systems of education. I would like to see the editorial pages of the New York Times or the Chronicle of Higher Ed hold face-to-face colleges up to the same standards as they do online colleges. But the interesting thing is that online colleges can meet that challenge.

There is a large body of research in online learning that shows that there is no significant difference between face-to-face and online learning that has been going on for decades and is routinely ignored by many educators and columnists. Despite the findings of that research, in the distance education department at the previous college where I worked, we saw in increasing difference between the success and retention rates of our online college versus our face-to-face college. We did some research and decided to do three things to close the gap:
  1. Student Orientation
    We designed a free, fully online student orientation that used all the tools that the school's learning management system used. It operated like a "real" online class over two weeks. It included not only the technology the students were going to use but the learning skills needed to succeed online (time management, communication, etc.).
  2. Faculty Training
    We increased our faculty training efforts. We kept a weekly schedule of workshops that were either presented in-house or we participated in free online workshops from other colleges. Our dream was to create a network of colleges that were already presenting online workshops to their faculty and keep them all in a central calendar.
  3. Online Student Advising
    We had a dedicated academic advisor who was completely focused on online students. This advisor was very good at his job. He made himself available to be enrolled in any online class and could do things like subscribe to the help forums in classes and call students on the phone who had not logged-in in two weeks.
The results were that we closed the gap between the success and retention rates in the online college first meeting the California community college average and then beating that and passing the national average. I wrote about that here and also presented on it at conferences.

I have also taught developmental English in a hybrid online course and have seen full-online developmental English courses beat the retention and success rates of face-to-face classes. This can happen with good instructional design that incorporates the skills that students need to be successful online and the connections to the same services that all students need to succeed (online librarians, advisors, etc.). 

One of the reasons why online teaching and learning has problems is because college's and instructors continue to believe that the same model that "works" in the face-to-face classroom is the same model needed for the online classroom. We need a different model and a different system of support. Colleges are not getting the same students they did 20 years ago. Students need to learn how to learn online. They have spent 12 years in the face-to-face classroom learning how to be face-to-face students (in the best of all possible worlds), and we can't just assume they will have the skills needed to be successful online - we need to teach them.
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