MOOCs, costs, and Dan Ariely

MOOCs will solve our education problems. No one wants to pay for education. Everyone wants education to be free. MOOCs will at least bring down the costs and bring the best lecturers to all the world. I own some land in Florida, the Glengary project. Perhaps you’d like to buy a tract? I am fascinated by MOOCs but reject the claims being made about them as demonstrating some sort of magical new education system.

Yet, when I think about taking a great class with a master teacher, I get excited. Heck, I already listen to lectures from iTunes U and MIT’s Open Course Ware when I work out. MOOCs seem like a step up. And the reality of the cost problem means that they will likely play a role. Then I saw that Dan Ariely is offering a MOOC. And he wrote about the experience. His thoughts track much of what I think. On costs he says, “I have learned that some students feel that it is their basic human right to get free education (they call it free but of course free in this case is a shorthand for “someone else should pay for it,”) while the majority feels privileged to live in a time when such adventures are possible.” But more important are his ideas about where MOOCs may fit and why live learning has a place. I think he is correct, but he may miss a deeper problem.

On MOOCs’ place in the future, Ariely offers:

I don’t think that the future of the university is doomed for a few reasons. First, having a scheduled class with obligations, deadlines, exams, real consequences and real rewards is incredibly important for human motivation and getting people to spend the necessary time and effort to really understand the material. The second reason is that the model of many universities, in which students study and live together, is a particularly helpful model for creating the environment that people need to take their education seriously. It is not just about the particular classes, but about being immersed in an academic environment for a substantial period of time.

The latent problems of MOOCs flow from the benefits of physical place-based teaching; they are expensive and will be for the few; not the many. Assume Ariely is correct. The advantages of the scheduled classes etc. matters. That can be mimicked online. That kills the claim that schedules will require the university. Studying and living together is important. Think of The Social Life of Information by John Seely Brown and Paul Duguid. Drawing on Xerox PARC, (and the California “Virtual University”) they show that social context is vital for technology and information to help society going forward. But again that physical structure costs money. My concern then is how do we leverage MOOCs and other technology to improve the way education is delivered while not offering only the virtual world, one that may lack social context, to the poorer parts of society.

If we run to replace classrooms at state schools, only the rich will have the benefits I had. That is a mistake. I was lucky. I went to private schools, UC Berkeley, and Yale Law. I have gained social capital. I know some of the language, manners, styles, and more that are part of getting into the game and playing it. That aspect of life is possibly undercut unless everyone in the future works only on social networks and online culture. To date, it still matters to be in Silicon Valley, Wall Street, Hollywood, etc. so that one can have the day-to-day chance to leverage connections and be part of the so-called conversation. Put differently, back room deals are about who you know. Interviews, for now, may be on videochat, but they still reveal diction, ideas, and manners that influence hiring. Plus, I prefer to read, explore, and solve things on my own. Those who may not be so motivated are precisely those for whom a more disconnected teaching system will not work. So far the drop-out rate for online courses is high. Now, I think there are ways to address these issues. I have believed and continue to believe that technology coupled with social reality can be powerful and beneficial. I stand by that belief.

The danger is to think that because certain facets of universities cannot be duplicated, universities will survive and all is well. Only certain versions of the university will survive. Duke and other elite schools will survive. At those schools students will be part of all the benefits, on and offline, education can offer. For others, access to the benefits Ariely sets out will be even less than today.

Education is a public good with many dimensions beyond the obvious mastery of a subject. It is better thought of as liberal, as in freeing, one to address the myriad problems and changes one encounters in work and life. MOOCs and other advances in technology can and should help that process. Relying on them alone may increase the problems of an education system that delivers a meal, proves that person ate the meal, but the customer has no idea how to fish for herself when on her own.

Netflix, Facebook, and Social Sharing

Just as Neil Richards’s The Perils of Social Reading (101 Georgetown Law Journal 689 (2013)) is out in final form, Netflix released its new social sharing features in partnership with that privacy protector, Facebook. Not that working with Google, Apple, or Microsoft would be much better. There may be things I am missing. But I don’t see how turning on this feature is wise given that it seems to require you to remember not to share in ways that make sharing a bit leakier than you may want.

Apparently one has to connect your Netflix account to Facebook to get the feature to work. The way it works after that link is made poses problems.

According to SlashGear two rows appear. One is called Friends’ Favorites tells you just that. Now, consider that the algorithm works in part by you rating movies. So if you want to signal that odd documentaries, disturbing art movies, guilty pleasures (this one may range from The Hangover to Twilight), are of interest, you should rate them highly. If you turn this on, are all old ratings shared? And cool! Now everyone knows that you think March of the Penguins and Die Hard are 5 stars. The other button:

is called “Watched By Your Friends,” and it consists of movies and shows that your friends have recently watched. It provides a list of all your Facebook friends who are on Netflix, and you can cycle through individual friends to see what they recently watched. This is an unfiltered list, meaning that it shows all the movies and TV shows that your friends have agreed to share.

Of course, you can control what you share and what you don’t want to share, so if there’s a movie or TV show that you watch, but you don’t want to share it with your friends, you can simply click on the “Don’t Share This” button under each item. Netflix is rolling out the feature over the next couple of days, and the company says that all US members will have access to Netflix social by the end of the week.

Right. So imagine you forget that your viewing habits are broadcast. And what about Roku or other streaming devices? How does one ensure that the “Don’t Share” button is used before the word goes out that you watched one, two, or three movies on drugs, sex, gay culture, how great guns are, etc.?

As Richards puts it, “the ways in which we set up the defaults for sharing matter a great deal. Our reader records implicate
our intellectual privacy—the protection of reading from surveillance and interference so that we can read freely, widely, and without inhibition.” So too for video and really any information consumption.

Autonomous Vehicles: Unintended Upsides and Changes

Some day we might do away with pretext traffic stops, because some day autonomous vehicles will be common. At ReInventlaw Silicon Valley, David Estrada from GoogleX, made the pitch for laws to allow autonomous vehicles a bright future. He went to the core reasons such fuel sustainability and faster commutes. He also used the tear jerking commercial that showed the true benefits of enabling those who cannot drive to drive. I have heard that before. But I think David also said that the cars are required to obey all traffic laws.
If so, that has some interesting implications.

I think that once autonomous vehicles are on the road in large numbers, the police will not be able to claim that some minor traffic violation required pulling someone over and then searching the car. If a stop is made, like the Tesla testing arguments, the car will have rich data to verify that the car was obeying laws.

These vehicles should also alter current government income streams. These shifts are not often obvious to start but hit home quickly. For example, when cell phones appeared, colleges lost their income from high rates for a phone in a dorm room. That turned out out to be a decent revenue stream. If autonomous vehicles obey traffic laws, income from traffic violations should go down. Cities, counties, and states will have to find new ways to make up that revenue stream. Insurance companies should have much lower income as well.

I love to drive. I will probably not like giving up that experience. Nonetheless, reduced traffic accidents, fewer drunk drivers, more mobility for the elderly and the young (imagine a car that handled shuttling kids from soccer, ballet, music, etc., picking you up, dropping you home, and then gathering the kids while you cooked a meal (yes, should I have kids, I hope to cook for them). The time efficiency is great. Plus one might subscribe to a car service so that the $10,000-$40,000 car is not spending its time in disuse most of the day. Add to all that a world where law enforcement is better used and insurance is less needed, and I may have to give in to a world where driving myself is a luxury.

Forget Facial Recognition, Try Tattoos

Imagine that your cool CSI, NCIS, Mentalist, (fill in the procedural (as in cop show, not law), detective sees a tattoo on someone, but no face. She wants to know who that person was. Quick! Check the database! Turns out MSU is developing such a thing. The article admits that a nationwide database is not on the immediate horizon, but the FBI and local agencies want it. The piece has some cultural overtones too. The researcher Anil Jain noted that one could ask

“Is this tattoo connected to a gang? Who were the previous individuals who were arrested with the same tattoo and other such information?” Jain said. “And then right away you have some information about this person. You may not know his name – the tattoo is not a unique identifier – but it can narrow down the list of identities for this particular tattoo.”

One can start to see where a person fits, or used to fit, into a social setting. Then again someone may get the tattoo just for kicks. Hmm, maybe intellectual property law will foil this one? Remember the Hangover II and the tattoo suit? I wonder whether the database will face cease and desist letters from alleged copyright and or trademark holders. Or maybe they will support the database so they can enforce their rights!

Seriously, however, I think that the use of tattoos to identify people has an established history. I am not sure whether that is just a claim in books and film. But this project seems to lend credence to the idea that those marks really do follow you forever.

Werbach and Hunter on For the Win: How Game Thinking Can Revolutionize Your Business

This post looks at Kevin Werbach and Dan Hunter’s new book, For the Win: How Game Thinking Can Revolutionize Your Business. I have posted about it, but Kevin and Dan were gracious enough to answer some questions. We go into what is gamification, the differences between internal and external uses of the technique, how it relates to super-crunching, and the ethical and legal implications of the technique.

Kevin and Dan, you have drilled into an area, gamification, that seems almost arcane, a technique known to initiates. Why do it?

[KW] We actually think gamification is quite relevant for a broad range of audiences. First of all, video games have a huge impact on our culture. The games industry generates more revenue annually than Hollywood does at the box office. According to a Pew survey, 97% of American teeagers play video games, and it’s not just young people: the Entertainment Software Association reports that the average age of a gamer is 30, with almost half of them women. We can dismiss video games the way we used to dismiss social networking… and e-commerce before that… and the Internet before that… or we can look at why they are so powerful and apply those lessons in other contexts.

Second, the core goal of gamification is motivation. Think about all the situations where motivation matters: at work, at home, as consumers, in legal compliance, in social activism, and in collective action, to name a few. In all these cases, greater engagement drives material results. If there were motivational techniques that were proven in real-world businesses, consistent with decades of psychological research, and synergistic with big data and other leading-edge technology trends, wouldn’t you want to understand them?

And third, gamification is happening. It’s a rapidly growing business trend among startups, Fortune 500 companies, non-profits, and even government agencies. It raises a host of significant legal, operational, and ethical issues, as well as a variety of practical business concerns. We felt that my work on emerging technology and policy trends through the Supernova conference, and Dan’s scholarship on virtual worlds and background in cognitive psychology, gave us a unique ability to tackle these questions in a serious way. That’s why we put together the first gamification course at Wharton, and wrote For the Win as business guide to this emerging field.

OK, so what is gamification?

[KW] Gamification means applying design techniques from video games to business and other problems. In other words, it’s the process of motivating customers, employees, and communities by thinking like a game designer. It doesn’t mean turning everything into a game. Quite the contrary! Gamification involves incorporating elements of games into existing activities, the way Nike weaves levels and awards into its Nike+ system, or Microsoft motivated employees to review half a million Windows 7 dialogue boxes for localization errors with a competition among offices.

When you look at it that way, the basic concept of gamification is pretty simple, but doing it well is hard. Even experienced game designers often create games that aren’t much fun. Executing gamification effectively requires a combination of skills and knowledge, which we describe in For the Win.

Right. I see games are important in that they are big business and a big part of many folks’ lives. Let’s talk a little more about motivation. Is this approach a sort of applied behavioral economic one? Someone identifies levers and then builds systems to nudge or indeed shift the way others engage and behave?

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