By Howard Rheingold
MOOSE Crossing is a text-based virtual world (or "MUD") where kids, in
Bruckman's words, "are imagining new places and objects, and creating them with
words and programs. In their spare time for fun they are reading, doing creative
writing, and writing computer programs. Through these activities, they are
learning in a self-motivated, self-directed, peer-supported fashion." Imagine
combining the educational value of a well-designed curriculum in writing,
history, programming, mathematics or other subject areas with the innate
fascination that kids exhibit when they play with video games or college students
exhibit when they stay online for hours on end, engaged in the role-playing games
known as MUDs.
MUD stands for "Multi-User Dungeon" because the first MUDs
in the late 1970s were multi-player dungeons and dragons games that were played
over the Internet. In 1989, a graduate student at Carnegie Mellon University
created a MUD that enabled people to create text-based worlds and communicate
with each other without the dungeons, dragons, monsters, and swords. Thousands of
enthusiasts took to these worlds of imagination where you can assume any identity
and build any world you can describe verbally.
The ability to use words
to create identities and environments is one of the bases for the educational
potential in MUDs. Besides descriptions of characters and environments, MUDding
involves social encounters: people who are connected to the same MUD at the same
time can chat with each other (in character), so MUDs are a kind of virtual
community where people collaborate to create their own entertainment. Add the
ability to use computer programming to create imaginary objects that exhibit
behaviors, and you have the foundation for a new kind of learning environment.
Amy Bruckman, when she first started MUDding, created a "plate of spaghetti" that
was part of the furnishings in her "room." If anyone in a social conversation
used the word "eat," then her plate of spaghetti would emit the words "the plate
of spaghetti squirms nervously." The kind of programming that MUDders can do with
objects spawned many specialized MUD programming languages. Eventually, the
programming philosophy known as "object-oriented programming" began to influence
these languages, and some MUDs became MOOs -- "MUD, Object-Oriented."
Researchers began to use MOOs for serious purposes, as well as social
entertainment. In the early 1990s, as a graduate student at MIT's Media Lab, Amy
Bruckman created "MediaMOO," a virtual community for students of media and online
culture. At the same time,
she began to combine her interests in MUDding and education by designing a MOO
where children could teach each other. It has takes several years to design the
educational environment, create a MOO language specifically for kids, and start
working with children in creative educational play.
Last week, Mamie, my
twelve year old daughter, who is not terribly interested in the Internet, logged
into MOOSE crossing. There she encountered Bruckman, who pointed out how to create a
character, a home, and pets. So I left Mamie alone with the computer for an hour.
When I came back, she had not abandoned it for the television -- a sure sign that
something extraordinary was happening. She excitedly showed me how she had
created a character named YooHoo, how she had written a description of that
character (neither male nor female, but a chocolate drink), written a whimsical
description of that character's "home," a land of chocolate lakes and candy
furniture, and had even created a pet, "fluffy," who would growl if you kicked
it, lick your hand if you petted it, and who followed YooHoo wherever she went.
There were other characters, other homes, other pets, hundreds of them, in this
computer-based environment that was specifically designed to make learning fun,
and to empower children to teach each other.
MOOSE Crossing is
Bruckman's Ph.D. research at M.I.T., which "examines how the Internet can be used
not just as a conduit for information, but as a context for learning through
community-supported collaborative construction." Bruckman was inspired by M.I.T.
researcher Seymour Papert, who thought educational technologies should be more
like Brazilian samba schools than traditional teaching machines. He had noted
that in samba schools, a community of participants gathered daily to have fun and
teach each other steps and costume-making skills in preparation for Carnival. The
samba schools are social centers, where people go to socialize, and they are
environments in which novices and professionals mingle. Bruckman notes that in
these schools, "Learning is spontaneous, self-motivated, and richly connected to
popular culture."
Papert called his theory of learning "constructionism,"
because he felt that people learned best when constructing something meaningful
to them. Bruckman cited fellow M.I.T. researcher Mitchel Resnick, who added:
"They might be constructing sand castles, LEGO machines, or computer programs.
What's important is that they are actively engaged in creating something that is
meaningful to themselves or to others around them."
Bruckman recognized MUDs as constructionist environments: Unlike
classrooms, nobody ever forced anyone to spend their time in a MUD; these
environments were attractive, even addictive, because they were contexts for
communities who built things together and got to know one another in the process.
Bruckman set out to build a kind of MUD where children and teachers could mingle,
have fun, and learn.
The environment itself, a text-based "world"
accessible through the Internet, and which can be modified by the participants
through the use of a specially designed computer language, is the context for
learning. But the context is only brought alive by a community: just as thousands
of college students and adults spend their time in MUDs having fantasy adventures
and social interactions, Bruckman designed a MUD where 9-12 year olds could spend
their time reading, writing, learning and teaching programming and other
curricular subjects that fit into their main objective of building a fun fantasy
world. More than 150 children have participated in the experiment, which is
carefully monitored and observed as part of Bruckman's research. On a small
scale, at least, MOOSE Crossing has demonstrated that MUDs can be used for
learning, and that kids take to it enthusiastically.
Bruckman pleads with
educators to take an unprejudiced look at the learning potential of environments
like MOOSE Crossing, but she cautions that old educational models won't work:
"Please don't have virtual classes where students sit behind virtual desks and
teachers write on virtual blackboards. To do so combines some of the worst
aspects of both traditional pedagogy and virtual worlds. Children learn better by
working on personally meaningful prjects than by being lectured to....They should
not be used for every application. They are superb places for constructionist
learning."
Learn more about Bruckman's work
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