The WoW Factor
        For a growing group of educators, the online role-playing game World of Warcraft is a place to go to relax, network, and discover potential learning strategies-- and slay a few monsters if they get in the way.
        
        
			- By Jennifer Demski
 - 11/09/09
 
		
        
		
				VYKTOREA PACES ANXIOUSLY in preparation for a
quest to the capital city of Shattrath while her
teammates inventory their gear. It's an important
mission. Set in the northwestern part of Terokkar
Forest, Shattrath contains portals to every other
major city in Outland: Darnassus, Exodar, even
Ironforge. By placing their hearthstone in Shattrath,
Vyktorea and her team will create a passageway that
puts any resource they need at their fingertips.
Vyktorea, a level-80 Night Elf Rogue, has but an hour
to ready her unit. The entire team looks to her lead.
The entire team, that is, except for the perky Night
Elf in the back, who asks, "Does anyone know where
to find best practices for a unit on reptiles?" 
Forgive the young elf. A level-5 newbie, he hardly knows
  his shadowmeld from his wisp spirit. Plus, his query about best
  practices is excusable, even permissible. Like all of his quest
  mates on their way to Shattrath, he's being led around by an
  educator, and the only real potential danger is a hand cramp.
  This is, after all, the virtual interior of World of Warcraft,
  Blizzard Entertainment's massively popular massively multiplayer
  online role-playing game (MMORPG).  
 "When I first started teaching, it wasn't uncommon for all of the teachers to
get together on a Friday afternoon and go out to the local watering hole…
Warcraft gives us an opportunity to be social with
colleagues that is difficult to manage otherwise in today's world."
Vyktorea herself belongs to Catherine Parsons, assistant
  superintendent for curriculum, instruction, and pupil personnel
  services for Pine Plains Central School District in New York
  state. Parsons is the founder of this "guild"-- a community of
  game players with a shared interest. Called Cognitive Dissonance
  and populated entirely by educators from both K-12
  and higher education, it meets regularly in WoW's elaborate,
  monster-laden fantasy adventure world, where members play,
  share ideas, and explore possible instructional crossover.
  Parsons created the guild two years ago and now runs it with
  help from Sandy Wagner, director of technology for New
  York's Auburn Enlarged City School District.
 Parsons says a sense of irony led her to name the guild
  Cognitive Dissonance, to reflect the incongruity of using a video
  game as a professional networking environment. "Cognitive
  Dissonance represents for me the moment when you realize your
  perspective may not be the only one, or what you knew before
  might not be true or may need to evolve or change based on the
  new information you have gathered," Parsons says. "For many,
  the idea that video games might represent some analogy to
  an effective learning structure, or that there might just be
  something to using video games in the classroom, is one some
  educators might consider 'nontraditional.' So what better name
  than Cognitive Dissonance-- the uncomfortable feeling caused
  by holding two contradictory ideas simultaneously."  
A longtime user of Second Life as a personal and professional
  networking tool, Parsons grew interested in online gaming
  communities and role-playing games after attending a conference
  on virtual worlds in New York City in 2007. "From there I
  started looking at the concept of gaming as a social activity and
  what we could learn from gaming and the gaming industry that
  may apply to learning engagement in schools," she says.
Having never played an MMORPG before, Parsons realized
  that the best way to really understand the genre was to join one. "I had met someone at the conference who played World of
  Warcraft, and I figured, 'Okay, that's the one I'll play,'" she says.
  After a few months of playing WoW, Parsons realized that she'd
  benefit more from exploring the game with other educators,
  which led her to create Cognitive Dissonance and invite a
  few educators in her professional circle to join. The guild now
  has more than 100 active members from all over the world.  
Wagner was among Parsons' initial invitees. The two met
  originally through Second Life and then in person months later
  at an ed tech conference. Wagner is now the guild's co-leader. "We've spent almost two years in Warcraft now," he says. "A lot
  of conversations ensue when you have 15 or 20 educators online
  at one time who can chat freely about their experiences in the
  game, or about what students might be learning when they're
  playing, or what might be missing in the classroom experience
  that makes the WoW experience so much more engaging."  
A 21st-Century Golf Course 
Parsons says the Cognitive Dissonance guild provides an
  unthreatening environment that allows educators to do three
  things: learn how to play a kind of video game that they may
  never have played before; learn about the concepts of video
  games and how they relate to education; and learn from other
  educators. "It's a network where even just learning from one
  another about conferences or about resources or about books
  that people are reading is encouraged and worthwhile," she says.
 For many guild members, networking via an MMORPG stands
  in for a way of socializing that no longer exists. "When I first
  started teaching, it wasn't uncommon for all of the teachers to
  get together on a Friday afternoon and go out to the local watering
  hole," Wagner says. "You don't see as much of that anymore.
  Warcraft gives us an opportunity to be social with colleagues
  that is difficult to manage otherwise in today's world."  
Wagner believes a gaming environment provides a looser
  setting in comparison to a conference or a professional mixer on
  Second Life, which puts people at ease. "It puts us all in this
  place where we're there to relax and play a game. It takes the
  pressure away; we don't have to be talking about effective
  teaching methods or interactive whiteboards or state education
  funding. But those conversations just kind of happen naturally,
  because we all have education in common."  
  
ByteSize
  Tech coordinator Lucas Gillispie's WoW in School wiki, where
educators share ideas on incorporating World of Warcraft into
instruction, can be visited here.
  
The opportunity to bounce ideas off other guild members
  helped Wagner through the launch of a 1-to-1 netbook program
  his district is now piloting. Since his district generally uses a
  Mac platform, and Apple has yet to introduce a netbook, he was
  unsure about choosing between Windows or Linux as the operating
  system for the computers. "We have members who were
  very experienced with this situation," he says. "After talking to
  them, I was able to not only make the decision to implement
  Linux-based netbooks, but to go to them along the way and say,
  'Hey, do you know how I can tweak this or make this work
  right?' They were my support throughout the process." 
As Cognitive Dissonance members have found, networking
  within a game setting has the extra benefit of squaring the professional
  playing field. A teacher may be reluctant to approach
  a superintendent at a conference, but within World of Warcraft,
  that same teacher could be leading the superintendent through a
  mission, advising on the intricacies of the game, forming a bond
  that might not have otherwise have developed. Lucas Gillispie,
  instructional technology coordinator for Pender County
  Schools in Burgaw, NC, and an experienced WoW player before
  joining the guild a year ago, explains that workplace hierarchies
  can get turned upside-down inside the gaming environment. 
"If I know more than a superintendent or a college professor
  with a PhD who's playing with us, he doesn't hesitate to ask for
  help," Gillispie says. "In my other guild, which includes students
  and former students from my schools, it wouldn't be uncommon
  for me to ask a student how to achieve a specific task. If the
  student knows more than me in this situation, it doesn't matter."
    
 It's the use of avatars, Gillispie observes, that strips away
  some of the barriers of traditional networking. "Unless you
  know who's behind the avatar, you're not going to bring a lot of
  preconceived notions into the interaction," he says. "If I meet
  someone in World of Warcraft, the only thing I know about them
  before we begin playing is what I can tell from their avatar-- 
  they're level 80 and I'm level 50, so they have more experience
  than I have. It makes for a laid-back environment where your
  'real-life' ranking doesn't really matter." 
"It's like a golf course, where businessmen go for both recreation
  and networking," Parsons says. "That's the best description
  for what this virtual environment has become."  
Mixing Pedagogy 
With Pleasure
  But the formation of the guild, Parsons says, wasn't intended
  for recreation or networking, but as an effort to uncover education's
  brass ring: student engagement. Parsons was resolved
  to find out why students gladly perform mentally rigorous
  tasks in WoW that turn them off in the classroom. "If the
  software companies have figured out how to get students to do
  things that are challenging but require persistence," she asks,
"why aren't we doing these things?
 "We came together on this one like-minded principle: What
  do video games have to teach us about learning?"  
A lot, they found out. Parsons notes how WoW draws on multiple
  skills across multiple disciplines. "You have to be able to
  read to play World of Warcraft. You have to be able to communicate.
  You have to be able to use analytical skills, use statistics
  skills. There's an economy, there's the concept of supply and
  demand. There are four different wars going on, and those wars
  pattern what we know historically about conflict in the world.
  Both sides of the conflict have a point of view, so whose point
  of view is correct? Social studies concepts, history concepts,
  English concepts in terms of writing and lore, and even the
  scientific and statistical theories behind how you build your
  character and what sort of combination of different talents you
  use and what different weapons you use. It's complicated to be
  involved in those conversations.
 "We have 13-, 14-, 15-year-old boys and girls whom we can't
  get to do those kinds of computations in the classroom doing
  those computations and having those conversations in games
  like World of Warcraft."  
   
ByteSize
  The Cognitive Dissonance guild is always open to more
members. For more information on joining the guild, go here.
  
Parsons says that after discovering what draws students to
  virtual worlds, educators need to borrow from them: "How can
  we change our practices to make them reflect the types of things
  that engage students? How can we harness this genre of media?"  
She fired her first strike over the summer, having her district's
  high school computer programming class rewritten to incorporate
  the use of Scratch, a programming language that allows
  users to write video games. "That's what the kids are doing right
  now-- creating games in Scratch," she says. "That's the first
  step in my district in seeing how video games can apply."  
Others in the guild have been inspired by WoW to take similar
  steps. Parsons explains that one member, the director of
  online learning at a community college, described to her a new
  course at the college in which the works of J.R.R. Tolkien are
  studied through their various representations-- his books, the
  films based on those books, and also the Lord of the Rings
  MMORPG. Students in the class meet as their avatars in the
  game's virtual world rather than in a classroom.
 "Consider how motivating it would be for students to learn
  Tolkien if they could do it in an environment they're comfortable
  in, like a video game," Parsons says.  
Gillispie is making the most ambitious effort with a project he
  has started called WoW in School. "I'm trying to get people to
  look at using World of Warcraft as a platform for teaching
  concepts such as economics or mathematics, or writing and
  literacy," he says. "The Cognitive Dissonance members have
  been an excellent sounding board. They have really helped me
  think through the logistics of using WoW in the school system."  
Gillispie began playing MMORPGs about 10 years ago
  as a high school science teacher. "All along, I was making
  connections between things that I'm doing in the game and
  thinking, 'If I could use this or that to teach a particular concept
  or lesson, how nice that would be.' I finally just said, 'I need
  to write all these ideas down, like doing a mathematics lesson
  based around a statistical comparison between one weapon
  versus another weapon, or this particular armor resistance and
  this particular armor resistance."  
He even took inspiration from observing that a particular herb
  that allowed his avatar to go invisible was always growing in a
  thick clump of weeds. "It's almost like the game has its own
  ecology," he says, "so that is an idea: Create a lesson that
  compares World of Warcraft ecology to real-world ecology."
 Gillispie wrote down all of his ideas, shared them with other
  guild members, who contributed some of their own, and
  created a wiki to hold them all and accept more.
 The project is still in the idea phase.
  Gillispie got the go-ahead from his administration
  and is now waiting for the state
  to come forward with technology funds
  before he can move ahead to implementation.
  He expects to pilot WoW in School as an after-school
  program for at-risk or fringe students, to "give them something
  that could be an anchor for them in the school, something
  that they enjoy."  
Gillispie says his graduate studies, which focused on
  instructional design, were influenced by his gaming experience. "I always have suggested that instructional designers,
  especially those who are designing for computer-based instruction,
  might want to look at how game designers are developing
  their games. Today's games are highly cognitive in nature, a lot
  of higher-order thinking and problem solving. They're very
  complex. I mean, we're not playing Pac-Man anymore.
"Maybe it's a tragedy that I'm having to go to a commercial,
  not-intended-for-instruction type of game like World of Warcraft
  to do this. My question is, If this is a good format for learning,
  why aren't we seeing more games like this designed for instruction,
  maybe to teach cellular biology or complex mathematics?
  If you could do this with a game that was never designed to be
  something that teaches you ecology or culture or economics,
  what could you do with a similarly designed game that was
  designed to do that?"
 The Play's the Thing 
It's worth remembering that the Cognitive Dissonance guild
  fundamentally exists to play World of Warcraft. When Parsons
  moves on from explaining the game's social and professional
  benefits to its gaming pleasures, her voice takes on a new
  velocity. "Saturday nights are hysterical," Parsons says. "That's
  when we let it all out. That's when we raid."
 On Saturday nights, Parson and her strongest "raid-level"
  guild members join forces with high-level members of other
  guilds within their trusted Small Guild Alliance to run
  advanced, 25-person forays.  
Parsons describes a recent Saturday evening siege in
  which her crew had to fend off monsters, giant spider tanks,
  helicopter attacks, and assorted other menaces before coming
  up against the formidable Flame Leviathan, "a big, huge, tank-like
  thing," she says. "As you're driving through the area, you
  have to knock down all of these towers. So you're killing stuff,
  you're trying to stay alive, you're trying to pay attention to
  the person in your tank and all the people around you, plus
  you're trying to take the towers down. Finally, you make it
  to Flame Leviathan, and all 25 people attack him at the same
  time while he's attacking us."
 During a raid, the gamers communicate
  via a VoIP system called
  Ventrilo. "You've got 25 people
  talking in your ear and those 25
  people can hear you," Parsons
  says. "It's a coordinated fight-- and it gets pretty intense."  
The big beast was felled easily. "We pounded right through it.
  Nobody died this past Saturday night."  
Parsons knows that some of the people she interacts with at her
  day job may find some humor, or even peculiarity, in her passion
  for WoW-- namely, students. "They think it's funny when they
  see my laptop and I have Warcraft stickers on the back of it. They
  look at me and cock their head and think, 'She plays Warcraft?'"  
She plays it, all right. Hers is no community of dabblers.
  Parsons says that Warcrafter, a WoW-dedicated website, ranks
  Cognitive Dissonance eighth out of the 333 guilds in its "realm." "We may not be the best," she says, "but we don't suck."  
Of course, Parsons and Wagner both say that gaming prowess
  is not the guild's ultimate objective, but instead to have an arena
  where like-minded professionals can connect with each other on
  terms that circumstances may otherwise prevent. 
  
"These are the times when I spend time with people who I
  actually believe are closest to me," Parsons says. "My best
  friends are in this guild, and they live all over the place. I can't
  always travel five or six hours to someone's house, but this is
  how I spend the time with them that I do. For me, there's no
  separation between seeing each other in the physical space and
  seeing each other in the virtual space." 
"We've built such a collaborative environment within this
  guild and within this game," Wagner says. "You're allowed to
  have that initial anonymity when you first join that makes you
  comfortable and allows you to settle in, but by participating in
  the game you get to really know people, sometimes even as
  much or more so than you would in 'real life'-- a term I don't
  really like to use, because this is real life."
 
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