Introduction: three worlds
During the past decade, a gap has appeared between
higher education and the rest of the digital world.
While academia has moved a great deal of content and
activity into course management systems, the World
Wide Web has developed a new architecture, usually
dubbed “Web 2.0.” Around this time computer gaming
has grown into a vital, global industry. Course
management system(s) (CMS) have supported a very
different world of computer-mediated communication,
and nearly a decade of institutional and individual
practice has deepened the difference. We argue that
CMS are going to make some efforts to cross that
chasm in the near future, but the overall gap is
likely to persist.
We
can glimpse the chasm’s current depths by outlining
these two recent cybercultural movements. First, at
this point in the World Wide Web’s existence, the
quantitative successes of Web 2.0 are well-known.
The blogosphere
continues to double in size, now aiming for
100 million active blogs. The wiki world booms,
from the rise of Google’s wiki platform (Google
Docs) to Wikipedia’s
Educational users of Web 2.0 have ridden this
overall growth wave. Teachers, students, and
support staff from K-16 have created content and
communities through blogs, wikis, podcasts, and many
other platforms. An edublogger community has
arisen. Scholarly articles and books about teaching
with Web 2.0 have seen print, while conference
presentations and online publications are
commonplace (Yancey 2004, Downes 2005). Pedagogical
forms have developed for years, from profcasting
(Campbell 2005, Educause Learning Initiative 2005)
to courseblogging, wiki-based or –inspired
collaborative writing (Lamb 2004, Benkler 2005) to
Latin wiki encyclopedias (Alexander 2006). For
examples one may consult one
listing at the Academic Commons, or
the Academic Blogs wiki. Public intellectuals
have used blogs and podcasts as media for
communicating with a world audience. For example,
the conservative political blog
Instapundit is one of the most widely read blogs
in the world, and authored by a law professor. Juan
Cole writes
Informed Comment as a Middle Eastern scholar
at the
University
of Michigan. .
Second, computer gaming has taken off in parallel
with Web 2.0. The gaming industry has been
comparable in size to the movie industry for several
years. Gaming platforms are diverse, including
laptops, handhelds (Xbox, Nintendo), mobile phones,
mobile devices (GameBoy, PlayStation Portable),
extended systems (Dance Dance Revolution), and newer
devices (Wii). Game genres have diversified, from
casual games to massively multiplayer online games (MMOs
or MMOGs), platform-jumpers to flight simulators
(Wolf 2002, Newman 2004). Game player demographics
have moved beyond the old stereotypes of teenage
boys. And game content is all over the map, from
war games to card games, literary games to religious
ones. That content is increasingly produced by
players, who report on their experiences, offer
suggestions for players and designers, create
fiction either by or using games themselves (Jenkins
2006).
As
with Web 2.0, gaming has been picked up by
education, most notably in the wake of James Paul
Gee’s landmark book (Gee 2003). Games have emerged
as learning objects, pedagogically aimed content
containers (Prensky 2001, Shaffer 2007). Educators
have taught with off-the-shelf games (for example,
Civilization), modifying or “modding” pre-existing
games (MIT’s
Revolution, or
the Arden project; see also the Arden’s project
lead’s
self-criticism). Educators also make games from
scratch (UNC’s Econ 201 game) (Bryant 2007). As
objects for research and curricula, games have been
the center of a new field, game studies, which now
features scholarly conferences and books (Brenna
2005, Dagger 2007). Moreover, following Gee’s lead,
educators have been considering what pedagogical
lessons can be learned by games and their successes
(Gee, n.d., Mayo 2005).
To
these two waves of extensive innovation, higher
education has largely been immune, at least in terms
of course management systems. The leading such
platforms – Blackboard and Blackboard-owned WebCT –
are clearly different creatures. They have nothing
to do with gaming, of course. They tend to have
(literally) radically different architectures, when
compared with Web 2.0 platforms. The latter are
deeply social platforms, while the former are
carefully restricted in population to a single class
(not course) population. Web 2.0 enjoys distributed
conversations, where ideas, commentary, and
controversy cut across numerous sites (multiple blog
posts and comments), or occur within them (wiki
pages). CMS, in contrast, block incoming traffic.
Even their look and feel is different, with
Blackboard’s interface resembling commercial
training platforms, such as IBM’s LearningSpace,
rather than the fluid microcontent arrays presented
by MySpace or Digg.
Is
it possible that CMS will become more like Web 2.0?
One way of answering that question is to examine how
CMS approach Web 2.0 in the present, and
extrapolating from that. A second way is to
consider the strengths of CMS for higher education,
and to see how they can be expanded to cover what
they currently miss.
Crossing the chasm
It
is difficult to separate most things within the
Web. Hyperlinking can connect objects, so long as
they are not protected by redirects. So while links
into a Blackboard class fail, resolving into that
campus’ gateway page, links out can hail the
strangest Web 2.0 content. To the extent that they
privilege document sharing (uploaded syllabi,
e-Reserves, uploaded readings) CMS deemphasize the
open Web, from an interface or user experience
angle. Yet from a deeper sense, nothing within CMS
architecture prevents an instructor from linking to
a blog post, or a student from adding a link to a
relevant Wikipedia entry from a discussion thread.
Similarly, very little blocks embedding YouTube or
other such media content, once all CMS support that
use of Javascript and DHTML-calling Flash files. In
this sense hyperlinks can cross the Web 2.0-CMS
divide with ease. It is not a matter for
technology, but individual practice. It is
possible, therefore, that the entire world of
CMS-housed classes will, in the near future, expand
their hypertextual outreach to Web 2.0.
There are also CMS versions of Web 2.0 platforms.
Blackboard and third-party developers have produced
wiki and blog plugins, as have members of the Moodle
development community. Given the open source nature
of
Sakai,
it is not unreasonable to expect similar additions
there. These silo Web 2.0 versions seem strange,
compared with that Web’s well-known openness. But
they do resonate with some forms of Web 2.0 in the
wild, such as LiveJournal blog posts and Flickr
images inaccessible to the world, save for a
white-listed audience. In fact most Web 2.0
platforms now offer different levels of privacy and
access, affordances which connect with the granular
permissions CMS developments seek. This
architectural connection may expand over time,
especially given the relative ease of developing
versions of applications already in widespread use,
and often in open source: tag clouds generators and
visualizations, RSS readers.
A
third level of CMS-Web 2.0 connection can be
glimpsed in recent experiments with what we can call
“extruded services.” These are tools by which CMS
users can publish microcontent to the open Web.
Perhaps the best example of such services is
Blackboard’s Scholar.com. This social bookmarking
site has much in common with older projects, such as
Del.icio.us (now owned by Yahoo), CiteULike, or
Connotea (Lomas 2005, Hammond,
Hannay,
Lund, Scott 2005). Users upload annotated links to
interesting resources, and can choose to make these
available to other users. What differentiates
Scholar.com from silo-ized wikis and blogs is that
users can extrude this content out of Blackboard and
into the entire Web. As with del.icio.us, one can
restrict access to some, none, or all of one’s
bookmarks. But one must be working from a
Blackboard campus to use this service. If
Scholar.com is deemed a success by Blackboard,
perhaps we shall see other “extruded” services, such
as platforms for blogging or podcasting out of the
campus-bound class space.
Discussing such bridges between CMS and Web 2.0 begs
a bigger question: why do institutions not simply
leave CMS behind and embrace this new Web? Assuming
rational choice as an explanation, we should
rehearse what institutions of higher education gain
from decidedly occupying one side of the chasm
between Web 2.0 and CMS.
To
begin with, it is clear that Moodle and Blackboard
afford easy entrance into the digital world for
large numbers of faculty. The relatively low bar of
entry needed to start up a CMS course – uploading a
single document, student population automatically
pre-populated – means that many more instructors
will move into that environment than would, say,
begin editing digital video, or creating
three-dimension content in even the easiest tools (Sketchup,
Second Life).
This represents a necessary first step for many
teachers, and can represent a major victory for
campus IT departments. Also appealing to the
faculty mind is that CMS are clearly academic
products. They are not repurposed social tools, but
clearly targeted applications aimed at specific
users. Their architecture suggests the physical
classroom, with its emphasis on a single section,
and the door closed to the world, as it were.
Additionally, CMS ease worries about copyright,
since by using them instructors can claim digital
fair use protection under
the TEACH Act. In essence TEACH allows
instructors to digitally reproduce old classroom
copyright tactics, such as wheeling in a VCR and
monitor to show a brief clip which noone else can
see. Lastly, the persistence of user interface
elements over time surely reassures users who might
be made nervous by Web 2.0’s frantic development
pace, where, as Tim O’Reilly teaches us, everything
is in beta (O’Reilly 2005).
From a campus IT perspective, leading CMS offer
still further advantages. A developer’s community is
present in both open source and commercial venues,
offering both new features which might be passed on
to users, and the opportunity to contribute.
Sticking with an already-established CMS avoids
potentially huge switching costs, even if prices
(license fees or coder salaries) go up, while
leveraging already sunk costs. Moreover, running a
local CMS instance allows a measure of local
control, not afforded by third-party hosts, be they
as durable-looking as Google or new as BigThink
The
previously-mentioned CMS-Web 2.0 bridges can realize
some of these virtues. For example, the popularity
of differential privacy settings could be considered
as good faith for TEACH-defended fair use. More
subtly, the continued growth of Web 2.0 means
faculty are increasingly familiar with its style and
strategies. Amazon.com, for example, uses tag
clouds and supports blogs. The growing numbers of
academic public intellectuals working by blog or
podcast means a growing familiarity with those
platforms on the part of their colleagues.
Similarly, discomfort reduction increases chances
for instructors to take advantage of Web 2.0’s very
CMS-like low bar to entry for making digital
content.
And
yet, until this chasm between CMS and Web 2.0 is
bridged, so much is lost. Digital content housed in
CMS never has a chance at reaching wider audiences
through Web 2.0’s network effects (think viral
videos, where viewership rockets up as people spread
news about them via words of mouth, or the influence
of leading bloggers). Nor can such content be
picked up later on through the “long tail” effect
(Anderson 2008). While faculty members may have
various good reasons for not wanting such global
audiences for their content, placing it in a silo
means that opportunity is foreclosed. The same is
true when content is not spidered by classic search
engines (Google, Yahoo), nor by emergent social
search services (Technorati, Google Blogsearch,
Podzinger).
The public sphere does not reap the benefit of
academic work in this way.
Pedagogical opportunities are also lost. For
example, users working through Web 2.0 content learn
strategies for following and participating in
distributed conversations. They might not be good
strategies, but everyone who has commented on
someone else’s Facebook or followed personal stories
through multiple LiveJournals has nonetheless
learned strategies for finding and assessing
information (Himmer 2004). Without participating in
that world, faculty and librarians cannot teach
better ways of navigating it. The large questions
of literacy in a participatory media age are
unaddressed when silos block that very
participation.
A
developmental separation also occurs. The frantic
pace of Web 2.0 service development means, among
other things, an innovation bounty. The sheer
number and diversity of projects is difficult to
keep up with, but provides a steady stream of
potentially useful tools, as even a casual glance at
the large volume of content in Emily Chung’s
eHub site or
TechCrunch. CMS development simply doesn’t keep
pace. Similarly the energetic development of data
mashups (Yee 2008) offers a variety of learning
opportunities, not to mention production
possibilities. Yes, students and instructors can
point to mashups from within a Moodle wiki, but they
cannot participate in making one from there, and
will work at one remove from that world so long as
they inhabit classic CMS. The more efforts made to
open out to Web 2.0 from CMS, the greater the
likelihood of mobilizing these energies.
Playing across another divide
We
can now return to the theme of gaming, and by means
of an example. Consider the Dutch game,
Wadlandis.
Play concerns the search for one Professor Plug, an
environmental scientist working on mitigating global
warming, but mysteriously lost to the world (thanks
to Todd Bryant for the reference). Launched by the
Hier initiative, Wadlandis is a hybrid game. It
consists largely of browser-based content, but
viewable only through Google Earth. One navigates
between two windows, one spatial and the other
cartographic, trying to solve this mystery. …
On
the face of it this game is as far removed from the
CMS world as possible. It’s the product of an
interaction between a nonprofit and a giant
corporation, rather than academic content hosted by
a smaller software vendor. Content is accessible
to the entire world of PC users, and requires
literacy in gaming, which CMS do not make available,
nor teach. Despite featuring an academic character
and intellectual content, Wadlandis is not
associated with a class or campus. No institutional
registration is required (unless one counts running
Google Earth as a form of registration).
Wadlandis does illustrate neatly several points
about gaming in 2008, which brings it somewhat
closer to academe. First, the game’s existence
points to the diversity in game content – this is
hardly a first-person shooter. Indeed, it’s very
much a political game aimed at social activism.
This brings it into the domain of field of study,
and perhaps into the American tradition of campus
social engagement. Second, it is clearly a
pedagogical object. As James Paul Gee and others
point out, games teach their content and their
play. Wadlandis draws us in by stages of
instruction, much as a good instructor does. It
reinforces learned skills, and keeps bringing us to
the edge of Vygotsky’s competence zone. Third, the
game draws on a series of literacies, all of which
have been deemed of academic interest: map literacy,
information literacy (in the ALA sense), close
reading, and basic Earth science (Selfe and Hawisher
2007). In an exemplary way, Wadlandis therefore
points to connections between computer gaming and
higher education.
We
can bring gaming into the CMS world through our
earlier discussion about intersections between Web
2.0 and CMS. To begin with, note that the game is
open to the world. It exists in the wild Web, and
could be pointed to from within a Blackboard class,
perhaps identified by instructor as a learning
object. CMS-hosted content could not play a role
within such a game, given content restrictions. In
this respect games are removed from CMS, much like
Wikipedia or a CD-ROM. The strategies we’ve
outlined for crossing the gap between these worlds –
increased hyperlinking, internal versions of
external platforms, and extruded services – could
help connect CMS to gaming. Perhaps we should not
be surprised to see the release of a simple
game-authoring plug-in for Moodle. A method for
deploying games as e-Reserves within Blackboard is
probably more likely to arrive more quickly.
Figure 1. (http://www.wadlandis.nl/
in play, using Google Earth; screenshot by the
author)
At
a broader, more conceptual level, we can imagine
what CMS could learn from gaming. If games are
digital teaching objects, can we redesign course
management systems that draw on their pedagogy?
Bear in mind that games are increasingly social, not
so much player-versus-machine but player against
player (competitive), and players with players
(collaborative). Indeed, games are often
combinations of these three forms. Imagine, then,
at a basic level, a student being able to examine
another student’s or staff member’s profile to see
what skills they have attained (and chosen to
reveal), or what e-Reserves they’ve experienced.
Such a user might think of themselves competing with
classmates, in ancient academic style, or looking
for collaborators to boost their own learning.
Consider, too, the just-in-time teaching games
perform. Games often have tutorials, help files, or
hints available within the program. Such content is
also increasingly available on the Web. Could we
design a CMS which lets us experience learning
content apart from courses? Libraries, research
centers, writing centers, and other class-parallel
programs could provide some of this content, as
could digitized presentations from visiting speakers
or final class performances (recitals, films,
theses). Students, staff, and faculty could use
such a new CMS to find and access smaller content
chunks on demand. Making such content available in
new, cross-purpose ways might activate long tail
effects. It could also decouple learning from
courses. It is not a technological leap to conceive
of ready-to-launch cross-disciplinary tutorials
accessible to a general population, but a
philosophical one.
We
can take the gaming-CMS intersection still further.
At a strategic level, what does a campus CMS
implementation look like if we think of it as a
game? Could we envision massively multiplayer
Blackboard, with fluid interactions among “players”,
just in time learning, shared content creation, and
many different ongoing learning quests? In a real
sense campuses support all of these functions
already, but in other venues: offline, on off-campus
platforms, by informal learning, study groups, ad
hoc conversations. Insofar as CMS aim to be major
academic platforms for campus life, they could take
this approach to increase their utility and impact.
Put another way, how do we make the CMS-mediated
academic experience one to which learners return, as
they find games “sticky” or “addictive”? (Salen and
Zimmerman 2003, Koster 2004) We could be inspired
by the creation of the classic Web 2.0 project
Flickr, whose design emerged from a social game
(Graham 2006). Such a conceptual rethinking of the
CMS could very well lead to a very different
enterprise-level application.
Summary
Web
2.0 and gaming constitute different worlds apart
from CMS, based on very distinct information
architectures, cultures, expectations, and
practices. Connections with CMS are possible at the
object level: increased linking to Web 2.0 and
gaming content from within courseware, platforms
replicated with CMS, games as learning objects. At
another strategic level, the successes of Web 2.0
and gaming offer new ways of thinking about CMS as
social enterprises, playful areas, and more
effective venues for the productive intersection of
academia with technology.
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