How P2P Will Change Collaborative Learning
Once associated with illegal file sharing and RIAA lawsuits,
peer-to-peer services may now be the future of eLearning.
CAMPUSMOVIEFEST.COM showcases
the collaborative work of tens of thousands
of student filmmakers from around the world.
HOW WILL eLEARNING change as the next generation of
peer-to-peer (P2P) applications becomes commonplace?
Might P2P hold the seed of great pedagogical wins for
learning and collaboration? During the first wave of P2P, we
had little time to think about the possibilities these tools
might have for learning. After all, our first general awareness
of P2P focused on legal issues and the protection of copyright
and intellectual property; six years ago, the wildly popular
Napster file-sharing application
made P2P technologies almost synonymous with illegal
music sharing. (Today, Napster is a legal online music store.)
In any P2P technology, personal computing devices have
two roles, each enabling collaboration between users. First,
the devices act as “servers” to other computers, providing
files and/or computing power to be used by others in the
“club.” And they act as “clients” to other users, receiving files
and/or computer power. In true P2P applications, there is no
central computer, no technical support, no command/control
or hierarchical structure. As P2P has evolved, though, a
popular hybrid model centralizes some functions, such as
indexing where files are located.
Dozens of legal services supporting self-publishing and
sharing are emerging. Most of these services appear to be
hybrids of P2P and client-server technologies. Some incorporate
the ubiquitous text-blogging services, new photosharing
services such as Flickr, or new
video-blogging and -sharing services such as Veoh. Skype, the free, high-quality
online telephone service, is built on P2P technology. Web
conferencing tools often use some features of P2P technologies,
such as direct connection between personal
computing devices, including the so-called “third screen”
of our mobile handsets (e.g., cell phones and PDAs).
P2P for Learning and Sharing
Lawrence Lessig, Stanford Law School (CA) professor
and author of several books on intellectual property
and cyberspace, calls P2P the “next great thing for
the Internet.” Others have called P2P a “disruptive
technology”—its “impacts can fundamentally change
the roles and relationships of people and institutions”
(Peer-to-Peer: Harnessing the Benefits of Disruptive
Technologies, O’Reilly & Associates, 2001). But whatever
the future holds for these tools, they are sure to
have interesting applications for eLearning. Key P2P
features to watch for are how it supports sharing and
direct communication between students and enables
personal publishing.
We see the manifestations of new approaches to
sharing everywhere. In fact, a tremendous shift has
occurred: What was formally considered private and
personal is now considered open and public. Journals,
diaries, and photo albums tucked away in closets,
drawers, and sh'eboxes have given way to text
and video blogs. Tools to create music, videos, and other multimedia objects are readily available, perhaps
resulting in a greater inclination to share such media.
A colleague of mine, Pamela McQuesten, senior director
of Emerging Technologies at California State University,
recently observed that illegal music sharing is just one
example of how teenagers willingly share everything in the
physical world, such as clothes, books, makeup and, often,
families. Sharing music in the digital world thus seems natural.
While record companies battle to defend the line
between copyrighted and user-created material, Generation
Y may not see the distinction.
Creating and Sharing Movies
One manifestation of the new sharing and personalpublishing
culture is Campus MovieFest (CMF), a filmmaking competition started in 2000
by students at Emory University (GA). It has since grown
into an international event involving tens of thousands of college
students, faculty, and staff. Teams of five to 10 people
are loaned laptop computers, digital camcorders, and technical
support for a week, to produce a five-minute film. Films
receive awards in four categories: Best Comedy, Best
Drama, Best Documentary, and Best Picture. The CMF Web
site stores much of the student work online, and sells DVDs
of the movies from each school.
The CMF project is the type of learning experience that
builds hands-on skills and teamwork, and really gets students’
juices going—or in the jargon of instructional design,
“involves active, engaged learning experiences.” It hearkens
back to the days of guilds and the apprentice model: immersion
experiences integrating learning with experts and handson
production. In the process of creating a movie, students
share and build their knowledge about planning, designing,
and editing films. Most use P2P technologies to quickly move
video segments between student computers; no need to set
up Web sites to “host” interim versions. Students often use
instant messaging (another P2P technology) rather than email,
to quickly contact each other and share ideas about content
and editing. They also get involved with reviewing, judging,
and evaluating movies, learning what makes a film work.
As learning experiences shift from a focus on reading
prepackaged content to more active learning where students
explore, research, problem solve, and create, the
P2P capabilities of file sharing and collaboration become
ingrained in the learning process. Teenagers use these
types of technologies naturally and almost automatically. In
“eLearning: The Rise of Student Performance Content” (CT,
March 2006), I suggested that there are three main types of
content in any eLearning course: prepackaged authoritative
content, usually from a publisher; guided learning materials
developed by the faculty and customized to current learners;
and spontaneous performance content developed by the
learners themselves, in the process of learning. Students’
CMF films are indeed examples of performance content—
and some of that content might have staying power.
At Campus MovieFest, students create spontaneous eLearning content as they design, edit, and share films.
The P2P Paradigm
P2P services and applications, now on the edges of the
eLearning tool set, will soon be front and center. We already
see a quickening of the adoption of Web conferencing and
synchronous tools that support real-time collaboration and
application sharing. Each day brings new announcements
about content publishers “trying on” new models of distribution,
usually reaching out directly to consumers—e.g., TV
shows now becoming available on PDAs and cell phones.
The Millennial student prefers doing, creating, and talking,
to listening or reading. He prefers rolling up his sleeves and
immersing himself in projects; he likes to find ways to complete
the learning requirements as quickly as possible without
too much “hassle.” The Internet and P2P add a new dimension
of communication and collaboration to learning, and the
coming generations of eLearners are already comfortable in
that space: Researchers at the Pew Internet & American Life
Project have found that Internet users
between the ages of 12 to 28 are more likely than other age
groups to IM, play online games, and create blogs.
The P2P paradigm is not restricted to music sharing or
moviemaking. Clearly, two key P2P features are fast becoming
essential to the future of eLearning: instant communication
between peers, and file sharing (which includes more
control over content). Add in the growing culture of sharing
and collaboration, and sprinkle with the continuing evolution
of the faculty member into the role of producer and director,
orchestrating learning from the sidelines. These are the elements
of the eLearning experience we should be preparing
and designing for. The relationship between faculty and students
will continue to change, and adjusting our tools and
systems to benefit, not collapse, from these changes is our
challenge. Where P2P services will lead is yet unknown, but
their future application to collaborative eLearning will no
doubt hold surprises for us all. What do you think?