Title: media station
1media station
- Media Station is an umbrella project covering
three investigations into the potential practice
of using MMOs in educational situations. Each
Media Station vision is focussed on a particular
opportunity drawn from the project participants
own educational and research practice.
2media station
- This project is a feasibility study that will
explore the possibilities and potentials of the
use of Massive Multiplayer Online Environments to
assist learning. It does this by proposing a
learning environment called the Media Station.
The Media Station would be a virtual reality
learning environment for the creation and
distribution of art, entertainment and
information in media-rich forms. It is a
creativity playground that includes tools and
materials for creating and distributing media
content. It would be a multi-player world and
have shared and individual 'spaces' with tools to
design, build, and decorate those spaces.
Glen Wetheralls escape a rich immersive world
with collaborative access to building tools
3Virtual Temptations Being there
- MMOs or rich graphic immersive environments seem
to offer a place to play - Educators must question how the MEDIATION of the
environment might AFFECT pedagogy
Diagram adapted from Jesper Juul "A Clash
between Game and Narrative". Paper presented at
the Digital Arts and Culture conference, Bergen,
Norway, November 1998.
4Significance
- The value and importance of this project is that
it will identify those factors which characterise
the interactions, engagements and encounters of
multi-user game environments that can enhance
teaching and learning. Of specific interest will
be the modelling of different ways of enabling
the relationship between learning participants
that does not replicate existing institutional
practice, but rather takes advantage of virtual
communities, knowledge construction and content
creation. - The media Station concept provides an learning
space different from flat online media (the web,
online teaching, blackboard, moodle etc) because
rather than the affordances provided by the
environment being added to the surface of the
platform, they are embedded within the
background. - The Media Station is based on an immersive game
concept that can enable a very different form of
pedagogy and interaction to other online
environments, in that the player is immersed in a
role, is confronted with authentic tasks that are
interesting and relevant, and the media station
provides access to the full range of constructive
tools within the environment itself.
5Overall research aims and objectives
- Better understand and articulate how media rich
(3D visual and audio) multi-user environments can
enhance learning. - Better understand the implications of media rich,
multi-user environments for pedagogy and
curriculum development. - Develop and refine methods for the design,
development, use and evaluation of multi-user
learning environments. - Investigate ways to integrate online and offline
learning opportunities with multi-user
environments.
6Media tools
- The Media Tools undertakes to explore the
potential of using rich media environments as
PLACES where participants are encouraged to
construct and collaborate. The driving hook for
the project is the requirement across most
tertiary media courses for students to create
some kind of storyboard - eg storyboarding in
film and media studies, concept design in game
studies, wireframe and architecture in web
design, animatics, flow charts etc. - If the overall media station projects aims to
"create a multi user environment in which users
collaborate / conflict / interact in order to
learn about digital media itself" the an
underlying question must be whether these media
rich environments actually contribute or enhance
learning.
Screen grabs from e-scape by Glen Wetherall. A
useful rich immersive world design would need to
provide pedagogical TOOLS for the purposes of
construction and collaboration. Media Tools
considers what these would be and how they might
be utilised by learners working in collaborative
groups
7Media Tools
Example design work taken from e-scape
documentation (Wetherall 2004) How would tools of
this design affect pedagogy?
Using similar immersion via graphics as many
MMOs, Media Tools investigates the potential of
e-scape to embed specific world scene building
tools. Research will focus on the collaborative
versus the competitive aspects of implementing
pedagogy in this environment
8Creative Town
- The creative town vision is currently in the
research phase of the project. In brief, the
project involves a large Creative Industries core
unit of undergraduate students who are asked to
produce project proposals for assessment
purposes. The creative town vision offers the
students a fictitious Queensland town which they
then explore in order to apply course provided
skills in order to present potential
improvements. The initial phase of the project
offers a two dimensional environment, the second
phase of the project will provide a rich
immersive environment and the key research is
into the perceived value of the richer
environment.
Screen grab taken from Virtual Ipskay one of
the Creative Town websites providing a simulated
environment
9Creative Town
- The students in this unit are given a practice
environment in which to explore the roles of CI
practitioners. In order to scaffold this process
and assist the participants in comprehending the
convergence of CI, the Creative Town provides a
simulated Queensland town, redolent with
opportunities for new CI projects - The primary research environment has resulted in
rich collaborative product from the students and
the first phase of the research cycle is
currently under implementation. - The second research phase involves the
construction of a rich MMO made in the Torque
Engine
A sample student poster proposing improvements to
Ipskay. Creative Town Website http//creativetown
.ci.qut.edu.au/
10When Worlds Collide
- This study exploits a drama experience called
History's Purchased Page which explores the
mystery of who actually climbed Everest. Within
this experience the children take on the role of
historians and game designers who are employed by
a fictitious company to design interactive
software that offers learning experiences around
the conquering of Everest. - A key learning outcome of this experience is that
the participants start to problematise the nature
of historical truth through active engagement
in a dramatic world that uses web based media,
images and recounts to support immersion in the
event. - This feasibility stage of the study sought to
understand what might happen if the being there
of drama is combined with the being there of a
persistent world.
The activity is taken from O'Toole, Pretending to
Learn Helping Children Learn Through Drama" by.
OToole, J. and Dunn, J. (2002) Pretending to
Learn Helping Children Learn through Drama.
Sydney Pearson Education
11When Worlds Collide Key questions
- Would the experience be more engaging if the
students were also given opportunities to enter a
parallel persistent on-line world capable of
generating rich visualisations of the Everest
context and the chance to deepen their immersion
via avatar presence and exploration opportunities
opportunities to not only see the Everest
world but also act within it? - How does this immersion in the virtual world
affect the childrens engagement in the dramatic
world, especially with regard to the tensions
that usually drive dramatic worlds - including
the all important tension of metaxis defined as
the "the state of belonging completely and
simultaneously to two different autonomous
worlds" (Boal 1995, p.431). - 1 Boal, A. (1995) The Rainbow of Desire The
Boal Method of Theatre and Therapy, London,
Routledge
The Historys Purchased Page drama process
exploited web based media such as the Mount
Everest Panorama http//www.panoramas.dk/fullscre
en2/full22.html
12Measures of success
- Research cycle data from three projects focus
groups, videos of research events, formal
questionnaires - Analysis of data from specific perspective of
individual projects - Prototype environments and further research
- Journal and Conference outcomes
- Technology transfer opportunities
- Collection of Media Station papers
- Implementation of research concepts in rich
graphic environment.
Media Station will establish a centre of
expertise in the growing area of educational
interest in games and MMOs. There are no
development cycle risks in this project to date.