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	Presented at the Computers and 
			Writing Conference, May 17, 2001,
            in the Workshop "How to Set Up and Administer an Educational MOO Using Minimal
			Amounts of Mustard" in Whitinger Business Building 213, Ball State University. 
              
			  
             
Originally Posted on the NCTE Web on May 26, 2001.Become Completely Comfortable with the Basic MOO Commands and the Client Your Students Will Use.The amount of time necessary to feel comfortable with 
a MOO and a client will vary, but as a general 
guideline, you can assume you'll need at least a 
month, perhaps as much as a semester. In that 
preparation time, be sure to learn the general 
commands necessary for communicating and moving around 
the MOO.  Further, be able to do whatever you want 
your students to do on the MOO  if you want them to 
build rooms, you need to be able to build rooms.  If 
you want them to program their own verbs, you need to 
be able to program your own verbs.  You need to know 
precisely what technical know-how is required, and be 
prepared to provide the technical support that your 
students need.
 
 
Be as Knowledgeable as Possible About the Basic Workings of the MOO Where Your Students Will Work.Learn as much as you can about the MOO itself: what 
special places does it have for students to visit, 
what features are available, how can students learn 
more about what's available, and so forth. For 
instance, on MediaMOO, you might ask someone to visit 
the Library (room of features) so that they can add 
special verbs which will allow them to use big signs 
or to paste in text. Essentially, spend some exploring 
to find out as much as you can before you bring 
classes to the MOO.
 
 
Deal with Local Technical Issues Before Taking Students Online.You'll want to think about the mechnical details of 
taking students to a MOO and plan accordingly. You'll 
need to think about the client students will use, how 
they will get it, and about the local resources which 
are available to you  do you have the network 
resources to connect your entire class to a MOO?  Do 
students need to download something?  Are any special 
settings required in their web browsers?  Do the lab 
machines need settings changed or software added?  
Work through all the needs with the technical support 
folks before you take students online.
 
 
Deal with Local Political Issues Before Taking Students Online.Check very carefully into your school's policy for 
gaming and the educational use of computers. If your 
school has a non-gaming policy, gather material which 
proves your use of the resource does not fall under 
the "gaming" definition. Get permission to use the 
resources before you take classes to the MOO!  
Further, make sure that your department knows of your 
plans and supports you.  It's tragic to find out half-
way into a project that your school does not approve 
of the tools that you're using  it's better to find 
out ahead of time than to have to rethink and redesign 
your course completely in mid-stream because the tools 
that you're using are no longer available.
 
 
Deal with the Managerial Issues of Real-Time Collaboration.Consider the details of bringing students to a real-
time environment, especially for distance 
collaboration. The problem with real-time 
communication is that you have to find real times when 
groups can meet. That task isn't very difficult if 
you're just connecting students on your campus, but it 
becomes increasingly complicated with distance 
collaborations. Think carefully about time zones and 
academic calendars. Is it reasonable for your students 
to meet with students half-way around the world  
would they even be awake at the same time? What 
midterm breaks and other constraints might affect 
students' abilities to meet and work together? Don't 
forget that network problems can complicate matters 
further. Give your students guidelines to follow in 
situations such as finding that their local internet 
access isn't working, that their partner school's 
network is disabled, or that the MOO is down for some 
reason. Planning ahead for all the possible problems 
you can think of will help make the collaboration 
smoother. If relevant, be sure you plan with the 
collaborating teacher to make the technical and 
managerial aspects of the project as smooth as 
possible.
 
 
Think About the Appropriateness of the MOO You're Considering For Your Class.Make sure that the MOO is right for your classes. Does 
the MOO even allow classes? Are there any restrictions 
on the size of classes or on the kinds of characters 
students can use?  Perhaps students aren't allowed to 
build on the MOO you planned to use  if building 
important to your pedagogical plan you need to find 
out whether your students will have the access that 
they need before you take them to the MOO.  Do you 
need to schedule large class meetings in advance to 
insure that there are enough connections available? 
Does the MOO fit your pedagogy? Part of the time you 
spend preparing to take students to the MOO should 
include getting to know whether the environment is one 
that can accommodate your needs for resources (for 
characters and for group work) and one which really 
fits the kind of project you want students to 
participate in.
 
 
Explore the Netiquette and Guidelines of the MOO You're Considering For Your Class.To make sure that your students fit in as smoothly as 
possible, be sure to find out what policies the MOO 
has for manners. Further, talk to others, especially 
other teachers and wizards if you can, to find out how 
students usually work in the environment. The MOO 
might be one where students are expected to 
collaborate in specific rooms, or it could be one 
where students can meet anywhere. The wizards might be 
willing to answer any page, or they might prefer that 
students page only if they are in an emergency 
situation. Players might wander about freely on the 
MOO, or it might be appropriate to "knock" or "page" 
before joining other groups. Is there a building 
policy that students must follow? The more you learn 
of the unwritten rules, the better you can prepare 
your students.
 
 
Discuss Netiquette with Your Students.Begin by discussing netiquette with your students so 
that they will know what behavior is and is not 
acceptable. Share all the information about the MOO 
which you learned in your preparation including how 
they should interact with characters they don't know, 
what they should do if they need help, and how they 
should respond if someone interrupts or bothers them. 
Make sure that your students think about all the 
possible situations they might encounter before they 
visit the MOO.  Do some role-playing in your face-to-
face classroom so they're prepared for a wide variety 
of situations when they do go online.  Here are some 
sample situations you might examine:
 
 
 
You need to know how to do something and can't find 
the information in the online help.  How can you find 
out what to do?
 
Another character has interrupted your small-group 
meeting and refuses to leave the room that you're 
using.  The character is using offensive language.  
What can you do?
 
You see a really cool dune buggy in the common 
area.  Is it ok to take it for a ride?
 
Someone has accidentally dropped a talking robot in 
the room that your using.  It's interrupting your 
conversation.  You can't ask the owner to move it 
because she is no longer online.  What can you do to 
keep it from interrupting you further?
 
A really nice character keeps asking you questions.  
You didn't mind explaining how things worked at first, 
but this character doesn't seem to know how to do 
anything, and it's getting annoying to have to explain 
everything.  What can you do without being rude?
 
Teach Students the Basic MOO Commands.You'll also need to teach students all the basic 
commands for communication and movement as well as 
introduce them to the various places in the MOO which 
they might want to visit. Giving students help sheets 
with the basic commands and with lists of rooms on the 
MOO they might visit is a good idea. It's perhaps best 
to demonstrate the commands and show students the 
features on the MOO using an LCD projector to keep 
them from being overwhelmed and so that you can 
control the conversation a bit.  Once everyone is 
online, it can be difficult to have the entire class 
follow your instructions.  Additionally, be sure that 
they have instructions available for whatever tasks 
you want them to complete.  If they are to create 
their own feature object, be sure that they have all 
the instructions necessary to program verbs, for 
instance.
 
 
Give Your Students Time to Practice.Most important, give your students plenty of time to 
practice and become accustomed to the MOO before you 
expect them to do any major projects. Students need to 
get used to both the speedy nature of real-time 
communication and the commands used in MOOs. Ideally, 
they should practice locally, holding class meetings 
before moving to distance group meetings. These 
meetings might be structured so that students might 
progress over the period of several classes from 
simply holding a discussion in a single room to 
visiting several rooms, working in smaller groups, and 
using commands to page or mail other characters. 
Students should have a chance to try all these MOO 
activities in practice with one another before they 
need to use them as part of a collaborative project to 
give them the background necessary to make the project 
a success.
 
 
 
 NOTE: This list is revised from Traci's "MOO Teacher's Tip Sheet," which was originally available on the Daedalus Website.
 
 Posted Sunday, 12-Jun-2005 09:09:30 PDT 
  Copyright © 1998-2011 Traci Gardner, P. O. Box 11836, Blacksburg, VA 24060-1836. 
  These materials may be referenced, linked to, and indexed, but their contents 
  may not be duplicated without express written consent of the author. See the 
  Copying and Sharing page  for more details. 
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