One Relevance of Groups


In considering the concept of groups, networks and collectives a bit further the thought occurred to me that project work is an instance when a group model would or could be more appropriate than a network one.

In the case of my current project regarding SecondLife for example, we have been tasked with exploring and assessing the educational uses and applications of the virtual world.  That in and of itself is a fairly broad topic, however when factoring in additional requirements and conditions of the project, the nature of our task becomes more specific and conditional.

For example, the culture of research into educational technology - at least in my part of the world - is evidence-based.  That is, you need to provide demonstrated proof of your assertions, recommendations and conclusions.  In establishing this then, you introduce the need for nominated outcomes, and in turn, the method through which these outcomes are going to be pursued.

By necessity then, these outcomes must be established and adhered to by all project participants - and in our case organised by co-leaders (which introduces a hierarchy).  The outcomes will of course be preceded by discussion, debate, and finally consensus - but the ultimate reality is one where the group follows a unified vision.

Secondly is the idea of deadlines and timeframes.  We have purchased an island for 6 months, which means all of our project work - including planning, building, research, and implementation - must be completed within the allotted time frame.  With so much involved in this sort of project, milestones and deadlines become a necessity.  Once again, this demands a unified focus on an explicit plan that everyone follows.

All that being said, as far as I’m concerned the true comprehensive value of SecondLife to education cannot possibly be addressed in a 6 month project, however these are our constraints and we must work within them, while accomplishing as much as we possibly can.  I’m also reluctant to introduce the notion of Learning Design and templates; but like I said, the culture I work in demands demonstrated outcomes, and this is one way of providing them.

Ultimately I’d like to encourage more exploratory, learner-led use of the virtual world - but this will require more longterm cultural change; and before we have the opportunity to do this, we must prove educational efficacy in the eyes of the skeptics.

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