There is much to be learned from games, and particularly MMORPGs. These types of games incorporate some key concepts and technologies, which we believe to be of value. We believe that it is possible - and desirable - to incorporate these things into an approach to approaching and achieving mastery in a variety of endeavors.
28 February 2012
Philip Zimbardo on Time
01 February 2012
Excellent presentation I found on SlideShare
Three key attributes:
- Make believe, Rules, challenges
- Goals, Feedback
- Free, safe play space, Shared toy objects
Time for me to wake up and get back into this. I've been sponsoring/supporting projects on KickStarter and thinking about the possibilities of defining a project and seeking funding through that mechanism.
25 July 2011
Where to start
As you probably know, I have a strong emotional connection to the area of software development, and am committed to helping to improve the learning and recognition in that space. I've been wondering, though, whether that area is the right one for us to start in. It's large, complex, has many nuances, lots of languages and environments and platforms. Is that too big for us to bite off right out of the gate?
Shawn, not being a techie, and sharing my love of photography, posed the question "How about if we start with photography?" While it's got no less nuances and richness than software development, it does seem to me to allow for a much easier start. It's an art, a craft, a science, an avocation, a career choice...
And as with software development, there are also many sites out there that already contain some part (even in some cases LARGE parts) of what we'd like to see as part of Mastery Quest.
Consider the Digital Photography School. It offers/they offer tips, challenges, a community. And the Photography Forum, which offers many of the same things. At this point in time, I would readily recommend either to someone who wants to learn about photography. What I feel they lack, however, is the combination of fun and structure that we want to create. There's no shortage of information or challenge. However, if I come along and say "I want to improve a bit every week, and I want to focus on certain areas," it's entirely up to me.
That's not a bad thing. Don't misunderstand me. I think it's important for each of us to take responsibility for our own growth and development and learning. But I also think it's important to integrate the lessons from gaming.
What I'd like to see us do is partner with these sites and figure out how to incorporate the lessons and tips and challenges they've created into a larger framework/structure. A lot of it is already there. Now let's add the fun, and the "experience points", and the recognitions. Not prizes and awards, but recognition of things accomplished through avatars and badges and such.
What do you think?
25 April 2011
Finished at Fifty: Is This The Future Abyss That We Are All Looking At?
My name is Peter Pilgrim and I am writing for Mastery Quest. This is a semi-joint blog entry from my original post on xenonique. This entry is about Ageism in our IT profession and why we should find it. Let us begin with a couple of Twitter messages.
@peter_pilgrim: Ow! I watched panorama via the iplayer finished at fifty http://tinyurl.com/3dm2yzn and the future prospects were bleak
@imccaffery: @peter_pilgrim i know the future is bleak i was on the programme
British Television viewers are probably very familiar with Panorama, the investigative journal program on the terrestrial BBC ONE TV. I watched this program using the iPlayer [sadly only available to the UK - This is the UK link to watch the episode on BBC iPlayer site]. The episode was called Finished at Fifty, and followed four individuals who were aged 50 or over as they attempted to find employment. The 30 minute programme included Lord Digby Jones, a former business leader, who volunteered his advice for free to the four individuals. Some of the advice was about changing career, other advice was to refresh the approach to job hunting, the other bits were uncompromising.
I found this report, Finished at Fifty, to be one of the most alarming looks into UK job market. I found it difficult to understand why people are labelled by business and society finished in their middle ages. I am not old enough yet to be in this upsetting age bracket, but I know plenty of people who are, and also the future prospects for all are being squeezed.
On the one hand, we have young graduates from university, who are struggling to find that very first job and with the other hand, industry is behaving in ageism way. Hence the twitter call in the first section of the article. I tweeted my feelings and empathy about prejudices against older people, and it was Ian McCaffery, one of the individuals from the Panorama report, a former bar manager, who lived in Salford, near Manchester, who got back with a response.
I know the future is bleak, I was on the programme - Ian McCafferyHow on earth is this entry tied with mastery quest?
- Without stating the obvious, our industry is about knowledge share. If we as a society and collection of business do not value wisdom or experience, then it makes innovative endeavours like Mastery Quest defunct.
- If we start to prejudice against younger and older workers, then ultimately we are hurting the future prospects of out industry. We should not allow business leader to select on band of the population for their exploitation or making a profit.
- Mastery quest is about taking control back from middle persons, recruitment agencies, human resources and puts the knowledge share back in the minds and hearts of engineers, designers and developers.
- You have to give respect in order to earn respect. I will observe for you that in many professional sports, there is always the incredible talent, the person who is the upstart, the usurper, the new king or queen in waiting to be next champion of whatever. Often you find that the new talent in order to become a great talent has to follow a unique destiny, a path apppointed and found by the sudent themselves, it usually is student who finds the master.
- Ageism, the horrid principle of, the disenfranchisment of the old and wise generations, in at odds with the relative youth of our information technology profession. In much older professions such as engineering, science, law and medicine they have long-valued wisdom, experience and skills obtained from long-term practice
- Ageism seems to be a business model 2.0 of a silver bullet / a short-term fix or gain to avoid or escape what is surely must-be long-term peril. Today, the new story is about the over-fifties, should tomorrow be the over-forties? This is morally wrong.
Mastery Quest is a very nice idea in that it aims to bridge inexperience with experience is some form as yet unknown. It could be start of a real change and thinking. I hope so.
This is slight difference to my original blog entry, which you can read here.
24 April 2011
Learning and Networking
So I was interested to read an article in today's New York Times about couples who met playing WoW. The article says that WoW is not only a game where monsters are meant to be vanquished, it is also "a social networking experience." Players "meet and gab via the game's instant message feature, or through voice communication software."
This got me thinking. One of my most important sources of learning is my professional network. If I'm getting an error I can't figure out from some tool, or need to learn a particular new skill, I often ask one of the user groups I'm in or ping my tweeps. I've gotten a huge amount of help this way over the years. It's also how I find out about important blog posts, articles or books. Conversely, I try to pay this forward and help others learn.
Could Mastery Quest provide a professional network opportunity as well as a way to build and measure skills?
23 April 2011
The lightning keynote from ACCU2011
Peer recognition
We all know that we can recognize when someone does and does not know something, or have a particular skill, once we get a chance to work with them. Some people leave us breathless with admiration, while others leave us astounded with disbelief.
"How did this person get through the screening?" we ask. "How could we have let someone who so clearly does not have the skills we need get this far?"
I suspect that all of us have had this experience at one time or another. Someone has a great resume, writes a great cover letter, interviews beautifully, and answers every challenging question well. In the software developer realm, we may have asked them to do a code kata, and they wrote clean, elegant code and explained it well.
Then, we get them on the job, and discover that they're just not that good. Is it the process? Are we so easily hoodwinked?
One of the visions I have for Mastery Quest is that this kind of thing doesn't happen any more, because of a combination of experience points, reputation points, and peer recognition. Those three are all interrelated, of course.
It's not enough to have the time spent doing something, although that counts.
It's not enough to have a knack for it, a talent for it, although that counts.
There are a number of important factors that will help both employers and professionals. One way to identify whether someone really has both the experience and the skill is through peer recognition. If I say I've done 10,000 hours of skill X, you have to take my word for it. On the other hand, if my colleagues are willing to put their names to my experience, then it has more credibility.
That means that when a manager wants someone who knows skill X, rather than testing the candidates or questioning the candidates, I want to see a system that makes it clear as to whether that individual has skill X or not.
What about those of us who have been around for a long time? We'll need some method of grandfathering us in. I don't know what that looks like yet. I don't pretend to know how to get all of this done. That's why I've invited others to do this with me, and am delighted with the latest post from Shawn Thomas.
Coming up soon: gaming the system.
22 April 2011
Games and stereotype threat
17 April 2011
Community ownership
The problem is that most of these forms of learning are one-size-fits-all. Each of us has different learning preferences, speeds, and focuses. You may be interested in Java, I may be interested in C#. Should the learning provider create versions of classes in both languages, and invite people to one or the other, or should they create one class that teaches concepts and techniques, and assume that the language doesn't matter?
When you are the provider, you are forced to make specific decisions about investment and potential return on investment each time you consider these options.
Community ownership will offer a very different set of options. There is no cost (at least, beyond that of some individuals or groups who donate their time). There is, therefore, no consideration of return on investment.
Let's say that I see a challenge that addresses a particular technique in Java. "Oh, that's cool! But most of my friends don't speak Java - they speak C#. Hmm." At that point, if the challenge moves you to take action, you can create an alternate version of the challenge (the "quest") in C#, share it with some other C# folks in the community to get their agreement, and make it available to the general Mastery Quest community.
Of course, key to this is my idea that all quests serve three purposes:
- Learning
- Gaining real, useful experience
- Fun
16 April 2011
First public talk on Mastery Quest!
At some point, one of the organizers - Ewan Milne - invited me to deliver a "lightning keynote". At this conference, on the last day, they invited four of us to each deliver a 15 minute keynote.
This meant, of course, that I had to pick a topic, plan the talk, and put together some slides. I decided to talk about this thing - this Mastery Quest concept and vision - for the first time to more than a small group of people. There were dozens - 100 - 200 - in the room, and I loved it!
Here are the slides.
The video will be up within the next week.
14 April 2011
Leveling up by doing
The Software Craftsmanship movement is approaching the development of skills and experience in a new, old way. From their Manifesto:
As aspiring Software Craftsmen we are raising the bar of professional software development by practicing it and helping others learn the craft.That is, while they are not specifically eschewing training and other traditional means of learning the craft, they seem to be more focused on doing the work in collaboration with others, and particularly others who are farther along the path.
In the martial arts, at least the Japanese/Okinawan martial arts, a teacher is known as "Sensei". From Wikipedia:
The two characters that make up the term can be directly translated as "born before" and implies one who teaches based on wisdom from age and experience.When I was training in Shotokan karate, we were taught that Sensei meant "one who has gone before." Not "master", but one who was farther along the path than we - the students - were.
In medicine, after completing one's formal education, in the United States one spends time as an apprentice (Intern) and then journeyman (Resident) before being examined by a board and considered ready to practice medicine as a true practitioner.
As a software developer*, I may or may not receive any formal training. I may or may not ever get to work with someone who is sufficiently farther along to help me learn. I may end up working largely on my own, under the supervision of someone who has no skills in my chosen (or discovered) profession. There seem to be so many ways in which I can fail to learn, improve, or achieve mastery in this scenario. And this scenario is far too common.
Organizations are driven by their organizational imperatives, and by the biases, constraints, and limitations of their leaders and managers**. While there are some that are beginning to recognize the importance of "upskilling" their employees, many leave it to the individuals, and the individuals don't know where to go.
A core component of the idea and vision which we're calling "Mastery Quest" is to provide means for these individuals to learn and be mentored and upskill themselves. Combining community-created and community-owned challenges and quests, individuals will have a way to learn as they go.
A part of that will be receiving "experience points" for work that they're doing anyway. Is a developer doing Test-Driven Development? Get someone to attest to the amount of time they've been doing it for experience points. Is a veterinary technician successfully drawing blood from a small dog or any size cat? Get someone to attest to this achievement, and get experience points.
These things should - and do - count.
Now the question is "how do we set this up so that we can make it a reality?"
* Or a veterinary technician or tester or office administrator or...
** Leaders and managers may be the same people, and often are not.
13 April 2011
Learning by doing
The best kind of learning is learning by doing. To put it more technically, "the maximal level of performance for individuals in a given domain is not attained automatically as a function of extended experience, but the level of performance can be increased even by highly experienced individuals as a result of deliberate efforts to improve." (p. 366) and "the most effective learning requires a well-defined task with an appropriate difficulty level for the particular individual, informative feedback, and opportunities for repetition and corrections of errors." (p. 20-21) The book Cognition in Practice: Mind, Mathematics, and Culture in Everyday Life is an interesting reference for this viewpoint.Elsewhere in the essay, Norvig also references the work of Malcolm Gladwell ("Outliers") in which he cites "a study of students at the Berlin Academy of Music compared the top, middle, and bottom third of the class and asked them how much they had practiced". Ten thousand hours seems to be the key. According to Norvig:
The key is deliberative practice: not just doing it again and again, but challenging yourself with a task that is just beyond your current ability, trying it, analyzing your performance while and after doing it, and correcting any mistakes. Then repeat. And repeat again.In thinking about how we improve our educational and recognitional (certification) approaches in the work/career world, I believe we have to not just provide opportunity, but also make it desirable. Fun. Challenging (in a good way).
12 April 2011
Quests
I'm loosely defining "quest" as different from other achievements, through the following characteristics:
- Clearly defined goal
- Measurable and verifiable
- Takes multiple steps
- Has an outcome
- May be collaborative
- Requires some research or action
11 April 2011
Game Frame
10 April 2011
Mini-Challenges and Mini-Achievements
They should be challenges that drive a small bit of learning, force the participant to do some work or research, but take a short period of time.
Each one should be fun, and accomplishing it should provide a sense of satisfaction, while delivering something useful.
Here's the example I recently used with a couple of friends who are familiar with the VI editor (aka VIM):
- Using a single command, reverse the order of the lines in a file
06 April 2011
Certifications? Hah!
- "Certified Scrum Master": attend the course, and you're a CSM. Ridiculous.
- ICAgile certified classes: ditto
- PMP (PMI certification): might have a little more meat, but it's out of date, incredibly cumbersome, and doesn't really show whether you are a project manager, just that you have the knowledge about what a project manager does.
Mastery Quest Manifesto (work in progress)
Here's the manifesto as it stands as of this writing:
There is much to be learned from games, and particularly MMORPGs**. These types of games incorporate some key concepts and technologies, which we believe to be of value:
- Micro-achievements
- Measurable progress
- Intrinsic and extrinsic motivation
- Social media supporting
- Collaboration
- Learning
- Teaching
- Working at your own pace
- Self-direction
- Self-organization
- Participate in communities focusing on the same endeavor
- Participate in communities of individuals who are at the same level of accomplishment/mastery
- Seek out individuals who are at "higher" levels of mastery for mentoring
- Record specific achievements
- Have fun while reaching higher levels of achievement/accomplishment
- Achieve growth within their realm of endeavor in ways that are recognized, accepted, and acknowledged by their peers and their larger professional/employment community
- Create challenges (quests, achievements)
- Mutually "certify" each other's achievements
- Create a recognized and accepted "brand" in the employment and commercial marketplaces
** MMORPG: Massively Multiplayer Online Role Playing Game. That's an online game in which thousands, tens of thousands, or millions of players are in the game, interact with each other, and play through avatars in various roles.
Lessons from Jane McGonigal
Her web site.
Quotes from the book
"Reality is Broken"
FIX # 1 : UNNECESSARY OBSTACLES Compared with games, reality is too easy. Games challenge us with voluntary obstacles and help us put our personal strengths to better use.
FIX # 2 : EMOTIONAL ACTIVATION Compared with games, reality is depressing. Games focus our energy, with relentless optimism, on something we’re good at and enjoy. We are finally perfectly poised to harness the potential of games to make us happy and improve our everyday quality of life.
FIX # 3 : MORE SATISFYING WORK Compared with games, reality is unproductive. Games give us clearer missions and more satisfying, hands-on work.
FIX #4: BETTER HOPE OF SUCCESS Compared with games, reality is hopeless. Games eliminate our fear of failure and improve our chances for success.
FIX #5: STRONGER SOCIAL CONNECTIVITY Compared with games, reality is disconnected. Games build stronger social bonds and lead to more active social networks. The more time we spend interacting within our social networks, the more likely we are to generate a subset of positive emotions known as “prosocial emotions.”
FIX #6: EPIC SCALE Compared with games, reality is trivial. Games make us a part of something bigger and give epic meaning to our actions.
FIX # 7 : WHOLEHEARTED PARTICIPATION Compared with games, reality is hard to get into. Games motivate us to participate more fully in whatever we’re doing.
FIX # 8 : MEANINGFUL REWARDS WHEN WE NEED THEM MOST Compared with games, reality is pointless and unrewarding. Games help us feel more rewarded for making our best effort.
FIX # 9 : MORE FUN WITH STRANGERS Compared with games, reality is lonely and isolating. Games help us band together and create powerful communities from scratch.
FIX #10: HAPPINESS HACKS Compared with games, reality is hard to swallow. Games make it easier to take good advice and try out happier habits.
FIX # 11 : A SUSTAINABLE ENGAGEMENT ECONOMY Compared with games, reality is unsustainable. The gratifications we get from playing games are an infinitely renewable resource.
FIX # 12 : MORE EPIC WINS Compared with games, reality is unambitious. Games help us define awe-inspiring goals and tackle seemingly impossible social missions together.
FIX # 13: TEN THOUSAND HOURS COLLABORATING Compared with games, reality is disorganized and divided. Games help us make a more concerted effort—and over time, they give us collaboration superpowers.
FIX # 14 : MASSIVELY MULTIPLAYER FORESIGHT Reality is stuck in the present. Games help us imagine and invent the future together.
Here's part of it! SkillShare
http://www.skillshare.com/site/about