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Abstract: When the act of reading becomes a stimulus, it has the power to enact change within the reader and

through readers. Adopting and using the methodological tools of autoethnography, personal narrative, and

creative writing, I reflect and explore virtual/online education prompted by a personal reading experience of

Ernest Cline’s science fiction novel, Ready Player One. Cline's story offers a unique vantage point as well as a

rich fictional vision through which I evaluate, contrast, and reflect on virtual education. My goal is to

demonstrate how the reading experience of a popular science fiction novel may shape, modify, and/or inspire

the development of future online education. I argue that reflective reading combined with the reader's

embodied creative acts (e.g., the composition of personal narratives prompted by the novel and creative

writing addressing a current problem that is inspired by the novel’s fictional reality) lead to innovative ideas to

foster the development of new paradigms for the creation of better online learning management systems.

Thus, I present a personal narrative of reading to demonstrate how fictional works may offer relevant

platforms for readers to contribute, to innovate, and to advocate for change within insufficient or inadequate

systems.

Keywords: reading, autoethnography, online education, science fiction, learning management systems

Csaba Osvath is a doctoral candidate at the University of South Florida pursuing literacy studies with a

special focus on qualitative methods and arts-based research. His research explores the epistemological

and pedagogical roles/functions of art making in the context of literacy education. His current project is

the creation of a mixed media collage technique and a methodological artistic process for knowledge

acquisition and knowledge production in educational settings.

Csaba Osvath

&

Ready Learner One: Creating an Oasis for Virtual/Online

Education

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Prelude: The Inflatable Harness1

ike a tree offering its ripest fruit, I stretch

upward with pride and desire. I place a sticky,

fist-sized plastic toy horse into my mother’s

hand. There are numerous pieces of colorful play

dough strands placed around the horse’s neck and

across its dark brown saddle. To the uninitiated

viewer, the horse could be the victim of invading

snakes or an army of alien parasites. Puzzled, my

mother is somewhat hesitant to ask the usual

question: What is it, my child?

"Mom, don't you remember the crossing of the sea?"

From the way she tilted her head and moved her

eyes toward the ceiling, I could tell she was thinking

hard.

"The story you read last night, the one with the

young prince. From grandma’s thick, white book of

fairytales.”

"Oh, of course. Yes, I remember," she says.

"Then why can't you see it, Mom?" I can hardly

contain my frustration toward her parental

misunderstanding, so I blurt out before she can

answer.

"The horse died at sea! She saved the young prince,

but she could swim no more. So..."

“Yes.” My mother looks at the horse more intently.

“But what about the snakes?” she says in a soft voice,

unsure if this is the question I want from her.

“No, Mom! No! They are not snakes.” I reach for the

closest pencil on my desk. Like a seasoned professor,

1

I acknowledge that there is a gender spectrum and that

myriad pronouns exist that I can use when referring to

individuals in my writing. Throughout this article I will

use “he” to refer to individuals who identify as male, “she”

to refer to individuals who identify as female, and “ze” for

individuals who identify as gender-neutral. I have

selected these pronouns because I believe they are more

familiar for a diverse audience of readers.

I point to the strategically placed play dough pieces

on my creation.

"See," I trace the graphite end of the pencil along the

worm-shaped accessories. "These are the tubes for

an inflatable harness and saddle. The next time the

prince goes on an adventure he will be able to use

this to save his horse. This is why...” I point to a two- inch piece of red yarn sticking out of the play dough.

“Here is the mouth piece that allows the rider to

inflate the harness while he is riding through the

waters."

I smile as a rush of pride leads me to ask, "Mom,

would you please read the story again tonight but

put my invention in it so the horse will stay alive?"

What Is Reading For?

As far back as I can remember, my reading life was

never reduced to a form of epistemological or need- based consumption. My engagements with stories

always pushed me beyond the purely intellectual or

cerebral exchanges. The last word of a story or the

closing of a book rarely signaled a true terminus.

Finishing a good book often animated and energized

my body. Like a mysterious plea from the author(s),

I was called to re-imagine things, to make things, to

perform creative acts, or to write new endings, new

beginnings, new adventures. I felt as if every story

was longing for continuation and asking for my

contributions (Black, 2010; Flegel, 2014; Kellman,

1998). Thus, reading or listening to a story often

became a powerful stimulus to re-materialize stories

outside of the pages, outside of my bodily confines.

Consequently, the act of reading has been

inseparable from the question, “What should I make

(literally) of this story or out of my encounters with

characters, events, or fictional places?”

According to my mother, whenever she read a story

to me, my usual reaction was to gather my box of

crayons or pencils, or other available art supplies, to

draw, to mold, and to construct my own versions,

L

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inventions, or alternative continuations of the

stories she shared with me. As I grew older, I kept

up with this act of transformation or continuation of

stories through new tools and new artistic media,

such as shadow puppetry, Lego blocks, or the

invention and making of board games based on

books and stories. Reading not only offered an

experience, but it supplied me with tools and

materials to create from.

In an essay titled “The Magic of the Book,” Herman

Hesse (1978) likens the child’s ability to read to a

powerful talisman that allows readers to navigate

through stories in ways that may lead to self- recognition and tangible achievements. Similarly,

many fiction writers promote reading not as a basic

and necessary skill for knowledge acquisition but as

an invaluable, powerful, and life-transforming

embodied engagement, leading to epiphanies,

discoveries, and personal change (Coles, 1989; Lewis,

1961; White, 1977). Other writers take this idea

further asserting that, “reading makes us better

human beings” (Nikolajeva, 2014, p. 254). It “helps us

understand who we are and how we are to

behave...how to live and die” (Lamott, 1995, p. 15).

I similarly value the range of experiences and the

transformative power of reading, but for me the

approach to reading always has been linked to the

enduring question of 'how' and 'what can I create

from the story I've just read or heard?' This question

undoubtedly stems from my deliberate and radical

interaction (Rosenblatt, 1994; Scholes, 1982) with

written works because I often experience an

overwhelming desire to “work through the

presentation of a fictional narrative using physical,

cognitive, visual, emotional, and embodied

capabilities” (Serafini, Kachorksy, & Aguilera, 2015,

p. 17). In his essay on Proust’s aesthetic of reading,

Robert Soucy (1967) claims that reading is closely

related to the act of creating. Indeed, throughout my

lifelong encounters with books, there has always

been a strong affinity between reading literature and

manifesting objects, ideas, or art through making

because I approach literature as a “catalyst to the

imagination,” which often mobilizes my creative

powers, stimulating making, embodiment, and

change (Soucy, 1967, p. 55). Thus, I approach books

with anticipation and hope knowing that answers or

solutions might only emerge when I actively

continue a story through making/creating, offering

new forms of retellings (Cova & Gracia, 2015).

As follows, my encounters with books or stories are

inseparable from the life I led. Reading is not an

escape, but rather it is the discovery of a reservoir

from which I absorb the necessary nutrients or

means to pursue a meaningful existence outside of

the pages. As a reader, I would like to offer a

personal, but employable paradigm for reading

fiction as means to build, invent, or imagine

solutions for current and relevant problems or

challenges.

In the following pages, I share how my encounter

with Ernest Cline’s (2011) Ready Player One

influenced my attitudes as well as my active role in

the reshaping of contemporary practices related to

online education. Essentially, what I share through

these pages is a story of reading and how it became a

tool of inquiry and a drive to ignite change.

My Immersion into Ready Player One

I desperately try to find a reason to postpone my

daily obligation of online instruction. I am dreading

the chair and screen bound reality of grading for my

assigned course, to facilitate the seemingly endless

discussion threads, and to reply to my students’

emails, which overtake my inbox daily, like invasive

species. I make a mental note that this must be the

dark side of online instruction (Conrad, 2004;

Kraglund-Gauthier, Chareka, Orr & Foran, 2010;

Regan et al., 2012). I decide on a brief walk in the

neighborhood to momentarily escape, to clear my

head, and to re-energize my body.

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I reach into the pocket of my jogging pants in search

of my headphones. With growing frustration, I try to

untie the knotted mess of wires while I fidget to

refresh my podcast feed. There is a new episode

from Wisconsin Public Radio, so I pause for a

second to download it to my iPod. I secure the buds

in my ears, plug in the cord, and press play. I am out

of the door for an afternoon walk. The setting sun

and the cool afternoon breeze relaxes my body as

the familiar voice of Jim Fleming (2011) delivers the

following lines with great excitement:

Ernie Cline can’t get the 1980s out of his

head. So instead of kicking his 1980s habit to

the curb, he’s embraced it and written a

novel built around the time. It’s called Ready

Player One. The plot involves an eccentric

billionaire named James

Halliday, who has

invented the ultimate

virtual reality world: a

massively multiplayer

online game called Oasis.

When he dies, Halliday

leaves a hidden clue

embedded deep within

the game. Whoever finds

it is heir to his fortune and fame. What will it

take to win? Total immersion in the 1980s

world of pop culture. Here’s a reading from

the book, performed by Will Wheaton...

I press pause. I unlock the screen with an effortless

swipe, open my notepad app, and type a hurried

reminder: “Ready Player 1.” I continue listening to

the full interview with Cline including excerpts from

his book.

As soon as I get home, I check the online catalogue

of our local public library. When I see the status

note, “ON SHELF,” I am overjoyed and rush to check

out the book. That accomplished, I sit down on my

favorite reading chair, turn on the old brass floor

lamp, and with a steaming cup of jasmine tea in

hand, I begin reading. But this is more than reading.

I am transported into my own forgotten past.

Through Cline’s (2011) references to the 1980s I am

back in my childhood, back in my early life in

Northern Hungary. I am traveling on an old, beaten

passenger train, going to boarding school,

surrounded by fascinating characters and old

friends. Similar to a magical spell, I am re- experiencing long forgotten moments and places of

my teenage years. Old memories are reflecting back

from the pages in front of me as if Cline’s story is a

magic mirror catching the light from a long- forgotten world I once occupied.

Indeed, I am reliving a somewhat romanticized

version of my past, but it is alive, and it is hopeful. It

is as if I suddenly reestablished

the flow of an electric current in a

severed wire that supplied the

necessary energy to animate my

life and to disperse the looming

darkness outside of the pages.

Reading and remembering

becomes a tonic to ease the

anxiety I feel as a first-year

graduate student assigned to

grade for an online course. As I am progressing with

the story, I am not only inspired, but I am more

confident to purposefully engage with my students

in an online environment as a helpful guide and

teacher. Cline’s (2011) daring vision of an immersive,

highly engaging virtual world, the OASIS, makes me

realize that my current situation as a novice online

instructor is not just a trial by fire. It does not have

to remain a dreaded, monotonous engagement with

the digitalized renderings of ideas, questions, and

students’ complaints. Cline’s story is offering both

the possibility and the inspiration to transform my

experiences and to advocate for change. Through

the pages of Ready Player One, I witness what online

education could become if I refuse to remain only a

“Cline’s story is offering

both the possibility and

the inspiration to

transform my experiences

and to advocate for

change.”

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consumer, a user without advocating for change.

This book is like a portal transporting me into a

world full of creativity and infinite possibilities, and

perhaps this is why I struggle to exit the story by

putting down the book.

After four hours of reading, I hesitantly close Ready

Player One (Cline, 2011) using a crumpled piece of a

gum wrapper that I find in my pocket as an

improvised bookmark. However, I am unable to stop

thinking and obsessing about Cline’s virtual world:

the OASIS. This fictional, virtual universe in Ready

Player One captivates my imagination with a deep

longing to escape my present reality, to immerse

myself in a world of heroic pursuits, or to make a

universe of my own. I don’t want to stop the story,

but I have other obligations to fulfill. I check my

email notifications. I have 35 new paper submissions

and 28 new discussion posts to engage with. I sit

down at my computer. My anticipation is

punctuated by the intensifying stress as I open up

my browser and click on my student resources

portal. When I see a hyperlinked word “oasis” on my

university’s home page, I can’t resist thinking of

Cline’s Ready Player One. Now, this word, “oasis,” is

deeply embedded with stories, meanings, visions,

hopes, and innovative ideas about learning and play.

I realize that Cline's novel, acting as an invisible

force, has suddenly reshaped my attitudes toward

this five-letter word. Somewhat unconsciously, I am

generating (perhaps) unrealistic expectations for any

online system claiming the same name/brand, even

if my university's choice of this 'brand name' had

nothing to do with Cline's novel. I just can’t help it.

My mind’s primordial default setting for finding

patterns and connections can’t erase the newfound

hopes and expectations related to the university’s

online teaching and learning platform. I long for an

OASIS or, rather, an oasis where virtual education is

filled with adventures and excitement.

Oasis: Opportunities for Survival and Change

As geographical and metaphorical sites, oases

represent unexpected fecundity and places of refuge

where one can find nourishment and temporary

relief from the surrounding vast, hostile, and

extreme environment (Saint-Exupery, 2000; Faber,

2014; Morris, 2015). Oases are usually depicted as

small terrains besieged by enormous deserts or

wastelands, natural or man-made. Hence, oases

usually do not stand for or call for permanent

settlements. Rather, they represent temporary places

of dwelling where travelers can restore their

strength and equilibrium in order to continue their

journey and to cross the harsh and usually lifeless

terrain to reach their true destinations. Thereby, I

find an oasis as a meaningful metaphor for

education and learning because it offers a temporary

safe environment to prepare not for permanent

settlement but for the continuation of a journey

through challenging terrains.

Ernest Cline’s (2011) science fiction novel, Ready

Player One, depicts a future as a dark, tenebrous

dystopia where virtual reality became the last

beacon of hope. Besides the fast-paced narrative arc,

Cline offers an enticing and thought-provoking

vision for online/virtual education. In Cline's

imagined dystopia, the open world virtual reality of

OASIS represents a better reality for many, and it

also represents an excellent educational tool in

contrast with the real world that resembles an

expanding, hostile, desert plagued by poverty,

disease, oppression, and inequality.

Cline's protagonist(2011), Wade Owen Watts, or

“Parzival” (the name of his avatar; the personalized

graphic representation of his virtual self through

which Wade interacts within the OASIS) speaks

about his own virtual education as a metaphorical

oasis where this alluring, digitally-constructed space

offered him both the stimuli and the necessary

content knowledge to acquire the skills in order to

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function and survive in the discordant world of

2044:

I was more or less raised by the OASIS’s

interactive educational programs, which any

kid could access for free. I spent a big chunk

of my childhood hanging out in a virtual- reality simulation of Sesame Street, singing

songs with friendly Muppets and playing

interactive games that taught me how to

walk, talk, add, subtract, read, write, and

share. (p. 15)

The acronym OASIS stands for the Ontologically

Anthropocentric Sensory Immersive Simulation,

developed by Cline’s (2011) fictional geniuses, James

D. Halliday and Ogden Morrow. They define OASIS

“as an open-source reality, a malleable online

universe anyone could access via the Internet, using

their existing home computer or videogame console.

You could log in and instantly escape the drudgery

of your day-to-day life” (p. 57).

This free and open access virtual world offers an

engaging virtual learning experience for anyone who

is willing to learn and to acquire skills and content

specific knowledge in countless domains. The OASIS

public school system on the virtual planet, Ludus, is

“a grand place of learning, with polished marble

hallways, cathedral-like classrooms, zero-g

gymnasiums, and virtual libraries containing every

(school board-approved) book ever written” (Cline,

2011, p. 31-32). The OASIS also allowed users to freely

create and alter their digital selves (avatars) in order

to foster equity and fairness within its digital

confines. According to Wade,

...in the OASIS, no one could tell that I was

fat, that I had acne, or that I wore the same

shabby clothes every week. Bullies couldn’t

pelt me with spitballs, give me atomic

wedgies, or pummel me by the bike rack

after school. No one could even touch me. In

here, I was safe. (Cline, 2011, p. 32)

One of the main characters, Aech, reflects on this

aspect of cultivating a second self when talking

about her mother, Marie, who changed the gender

and race of her avatar:

In Marie’s opinion, the OASIS was the best

thing that had ever happened to both

women and people of color. From the very

start Marie had used a white male avatar to

conduct all her online business, because of

the marked difference it made in how she

was treated and the opportunities she was

given. (Cline, 2011, p. 320)

But to return to the educational opportunities of the

OASIS, Cline’s hero, Wade, or “Parzival,” describes it

as:

...the world’s biggest public library, where

even a penniless kid like me had access to

every book ever written, every song ever

recorded, and every movie, television show,

videogame, and piece of artwork ever

created. The collected knowledge, art, and

amusements of all human civilization were

there, waiting for me. (Cline, 2011, p. 15)

When juxtaposing Cline’s (2011) OASIS with my

experiences of online or virtual education, I feel

both a longing and a tension that requires creative

interventions. Since my time of reading Ready Player

One coincided with my engagement with online

education, I could not stop or quell my inquiry: ‘In

what ways might Ernest Cline’s Ready Player One

shape or influence online education?’

Reading and Remembering

Accessing past memories through active

remembering has been an integral part of my

reading experience. However, I never consciously

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As I progressed with the reading of Cline’s (2011)

fiction, I often found it impossible to stop the flow

of memories and their powerful spell to re-live and

re-examine my past. For example, Cline’s references

to the 1980s reawakened my own memories of those

years of young adulthood. These memories then

coalesced into new narratives, offering a new set of

tools, methods, and paradigms, sustaining my

search for answers and for solutions in my own

present, namely to at least imagine a better future

for online education. Also, the ways Cline represents

the 1980s throughout the novel demonstrates how

the past, even if people haven’t lived through it (e.g.,

the protagonist and his generation), can

purposefully serve and empower people as they face

contemporary challenges. For Cline, history is a

powerful tool for problem-solving and living.

Both Cline (2011) and his fictional genius, James

Donovan Halliday, idolize the 1980s with its diverse

cultural products. OASIS, according to Cline, began

as Holliday’s “homage to the simulation’s direct

ancestors, the coin-operated videogames of his

youth” (p. 26). Cline in a Wisconsin Public Radio

interview with Jim Fleming (2011) states:

...as far as movies, and the entertainment of

the 1980s, I think it was kind of a golden age,

especially for movies, like those movies that

came out in the 1980s made me want to

become a filmmaker and a writer and just

have inspired me my whole life, so that was

one of the reasons I wanted to celebrate it.

Along these lines, we may agree with Cline

(Fleming, 2011) that our personal histories, our

memories, and the act of remembering may serve us

in powerful ways to create from and to make sense

of an era or time period. Ready Player One (Cline,

2011) is not simply an artistic, literary manifestation

of Cline’s imagination and homage to the 1980s. The

novel is a reminder of our responsibility to preserve,

appreciate, and celebrate the objects, ideas, and

memories of our past as well as to rediscover their

potentials. If I am granted a glorious past, or even a

short decade of a carefree and abundant childhood, I

must also work on the creation of safe and

sustainable spaces for future generations so that

they may remember and create from their memories

of a gratifying past that we engendered or made

possible.

However, the real value of our past does not rest

solely with the memories, treasured artifacts, or in

the grand achievements of human beings. I believe

that the real value of our past may be found in the

remaining possibilities and its inherent resources.

We can create from the past through re-discovering

what was abandoned, unfinished, discarded,

ignored, or ridiculed. We can create from the past

by finishing, repurposing, reexamining, and

recharging what was left unfinished, broken,

forgotten, or exhausted. As Bochner (2012) says, we

must "use the wreckage of the past to make a better

future possible" (p. 212). Thus, reading Ready Player

One (Cline, 2011) is both an invitation to remember

and a challenge for the reader to reimagine our

world; it is an invitation to create and innovate.

Consequently, my task as a reader is to somehow

contribute to the possibilities or to the vision of a

“future [that] is not yet born...elusive, fluid, made of

the light from which dreams are woven”

(Kazantzakis, 1952, p. 62).

I am aware that this paper may not fundamentally

alter the current paradigms of virtual education, but

nonetheless my effort to weave new dreams into the

fabric of reality remains compelling and valuable.

My aim is to offer new pathways, resources, and

inspiration to enhance my readers’ “capacity to act

in ways that may be transformative and are

embedded in collective possibilities across and

through time and space” (Till, 2012, p. 7).

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quizzes, but what truly excites her are the Canvas

features on the statistical measurements that allow

instructors to monitor students’ engagement.

Captain Canvas’ focus on tools of measurement

mesmerizes the crowd as she reveals with a simple

click of a mouse how an instructor can see when and

how long a student was logged into the system and

for how much time he or she spent on a page or in a

module, including what link or page was clicked or

skipped. While the majority of the audience is

clearly resonating with these features, I am having a

hard time seeing how Canvas is different from other

platforms I previously used.

To credit the instructions of Captain Canvas, I admit

that in record time I became “proficient” in using

Canvas as an instructor. To an extent, it is a user- friendly and versatile tool. With existing content, I

can set up an entire, semester-long course in a few

hours. I can create various types of assignments and

facilitate discussions. However, I cannot see these

benefits as instructional or educational innovations.

There is still very little or no place for creating an

engaging quest or adventurous learning. There is no

indication of a paradigm shift in online education,

which can revolutionize the learning experience and

the ways we create, sustain, and manage virtual

environments for learning. For this reason, I find

myself revisiting Cline’s story for inspiration and

hope, searching for adoptable solutions.

Cline’s OASIS Versus Canvas by Instructure

Cline’s Ready Player One (2011) is not explicitly a

book about virtual education, but the book outlines

the basic premises of education within the OASIS.

Thus, my aim with this section is to use the insights

and knowledge I gained from interacting with

Cline’s work in order to stimulate, to change, or to

serve as the basis of generating solutions in the real

world. In other words, I would like to use elements

of Cline's fictional narrative as adoptable and

relevant ideas for continued innovation and change

in virtual education or public education in general.

At the beginning stages of its development, OASIS,

in Cline’s (2011) dystopia, was a massively

multiplayer online game that eventually “evolved

into a globally networked virtual reality most

humanity now used on a daily basis” (p. 1). Due to its

features, popularity, and open access, “OASIS

quickly became the single most popular use for the

Internet, so much so that the terms ‘OASIS’ and

‘Internet’ gradually became synonymous” (p. 60).

When the book’s protagonist, Wade (or Parzival),

recalls his childhood memories and his first

encounter with OASIS, he says:

The OASIS is the setting of all my happiest

childhood memories... I was introduced to

the OASIS at an early age, because my

mother used it as a virtual babysitter. As

soon as I was old enough to wear a visor and

a pair of haptic gloves, my mom helped me

create my first OASIS avatar. (Cline, 2011, p.

18)

Later he adds, “Luckily, I had access to the OASIS,

which was like having an escape hatch into a better

reality. The OASIS kept me sane. It was my

playground and my preschool, a magical place

where anything was possible” (p. 18).

It is important to re-emphasize that OASIS began as

a multilayer game, thus, the basis of all its later

manifestations are rooted in play and interactive

adventures. Although the basic framework for

learning and education are linked to play and games

(i.e., the Latin term “ludus” means primary school as

well as game, play, and sport), these elements

gradually lose prominence in many schools, thus

students rarely describe their schooling as “a

magical place where anything [is] possible” (Cline,

2011, p.18). Parzival reveals that the value of this

freely accessible and user-friendly platform taught

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him through playing interactive games, “how to

walk, talk, add, subtract, read, write, and share” (p.

15). Although this may sound like a simplistic

summary of educational outcomes, many

contemporary educators would agree that the goal

of education is indeed to teach us how to use and

control our bodies, how to communicate and

connect through literacy and numeracy, and how to

creatively share ideas, knowledge, and our embodied

learning in a rapidly changing world (Robinson &

Aronica, 2009, p. xiii). For example, Elliot Eisner

(1998) believed that the development of human

sensibility as a fundamental educational goal could

only be achieved through multiple forms of literacy.

He warned about the dangers of an “epistemological

parochialism that limits what people can experience

and, therefore, what they can come to know” (Eisner

& Bird, 1998, p. 16). But in what ways do our current

digital platforms for online education make possible

the achievement of such goals?

Canvas is defined as a massive open online course

platform that was created by Instructure Inc. Its

developers and marketing teams claim on their

website that their “platform was built on the belief

that everyone in education should have open access

to high-quality information, data, and resources. No

golden tickets, secret handshakes, or hoop-jumping

required” (“Our Platform Was Built,” 2018).

If the ‘golden ticket’ is a reference to Dahl’s (2007)

adventure story Charlie and the Chocolate Factory,

does it mean that Canvas as a learning platform will

not grant its users a once in a lifetime quest or

adventure? Similarly, jumping through hoops, or

“hoop-jumping,” is not necessarily a bad thing. It is

to complete or solve increasingly difficult challenges

in order to demonstrate competence and

determination. However, what is not ambiguous in

Canvas’ statement is that their primary goal is to

provide open access to “high-quality information,

data, and resources.”

In addition, Canvas’ central slogan states: “Canvas

isn’t just a product” (“Canvas Isn’t Just,” 2018). I

personally find this claim difficult to accept,

however, Canvas’ PR team elevates the statement

into the realm of symbolism, presented in all caps:

IT’S A BREATH OF FRESH AIR. IT’S AN

EDUCATIONAL REVOLUTION. IT’S A

POWERFUL NEW WAY TO–PARDON OUR

OPTIMISM–CHANGE THE WORLD. IT’S A

RAPIDLY GROWING COMPANY WITH AN

INDUSTRY-PUSHING PLATFORM, 800+

TALENTED EMPLOYEES, AND MILLIONS

OF PASSIONATE STUDENTS AND

TEACHERS. AND, SURE, THERE’S ALSO A

PRETTY INCREDIBLE PRODUCT IN

THERE, TOO (“It’s a Breath of Fresh Air,”

2018).

Thus, the main mission of Canvas is unmistakably to

change the world as well as to offer an incredible

product, which would be their educational software.

Similarly, in Cline’s (2011) story, OASIS is described

as a breath of fresh air, but it moves beyond

education and learning:

The OASIS would ultimately change the way

people around the world lived, worked, and

communicated. It would transform

entertainment, social networking, and even

global politics. Even though it was initially

marketed as a new kind of massively

multiplayer online game, the OASIS quickly

evolved into a new way of life. (p. 56)

Here, I am writing from my own experiences with

Canvas both as a user/student and as an

instructor/course designer. Canvas’ main objective

is, as stated on the site, “to simplify teaching and

learning by connecting all the digital tools teachers

use in one easy place” (To Simplify Teaching,” 2018).

As I previously illustrated through my personal

narrative, it is possible that Canvas simplifies

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12

teaching and learning, but it does not explicitly offer

a stimulating online environment or platform for

immersive, engaged learning, like in a video game,

for example. Game developers understand that in

order to keep people playing/learning that they

must provide opportunities for rich, experience- based learning where gamers become motivated to

overcome challenges, to come up with strategies,

and to test those strategies in order to progress

through the game. (Gee, 2003; Lacasa & Jenkins,

2013).

My intention is not to diminish the importance of

CANVAS as instructional, as an educational

software, and as a learning management system

(LMS). However, CANVAS is not proposing a new or

improved paradigm for virtual learning. Similar to

other online instructional and learning platforms,

CANVAS’ basic architecture of instruction and

learning is rather static and linear. The instructor

creates modules or sessions, adding pages of

content, quizzes, exams, discussion boards, etc.

(John, 2014). Students progress in a linear path,

completing task after task until they reach the end

of the course (Mbuva, 2015). Consequently, online

learning seems to be modeled after an

unimaginative, teacher-centered and scripted

traditional classroom instruction. Moreover, the

virtual learning environments in current LMS web

interfaces are even more austere than a physical

classroom, and this indicates how the environment

or learning space remains a neglected feature of

today’s virtual learning.

On the contrary, in the fictional world of Cline’s

(2011) OASIS, the environment or user interface:

[is] beautifully rendered in three dimensions.

Unless you pulled focus and stopped to

examine your surroundings more closely, it

was easy to forget that everything you were

seeing was computer-generated. And that

was with my crappy school-issued OASIS

console (p. 27).

If we value and understand the role and function of

our learning environments, we must rethink

education that takes place online. When we

compare learning platforms with popular social

media sites or other virtual places, it is apparent that

interface design or design in general is not

prioritized when it comes to online learning. The

“walls” of the online classroom are still barren,

teachers control the learning paths, and the system

structures content delivery in such a way that it

often limits peer interactions, alternative or

nonlinear problem-solving, and scaffolding by the

teacher or more experienced learner.

OASIS in Ready Player One (Cline, 2011) is more or

less a virtual universe with multiple worlds to

explore. Although OASIS public schools were

designed after a perhaps ideal real-world school and

classroom, students are frequently immersed into a

rich experience of learning. Parzival’s reflection on

his own school days within the OASIS public school

reveals aspects of the experience:

All of my teachers were pretty great. All the

teachers had to do was teach. It was also a

lot easier for online teachers to hold their

students’ attention, because here in the

OASIS, the classrooms were like holodecks.

Teachers could take their students on a

virtual field trip every day, without ever

leaving the school grounds. (p. 47)

When Parzival describes content learning in various

disciplines, it is deeply engaging and memorable. He

paints a very vivid picture of this type of learning

experience:

During our World History lesson that

morning, Mr. Avenovich loaded up a stand- alone simulation so that our class could

witness the discovery of King Tut’s tomb by

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13

archaeologists in Egypt in AD 1922. (The day

before, we’d visited the same spot in 1334 BC

and had seen Tutankhamen’s empire in all

its glory.) (Cline, 2011, p. 48)

When Parzival proceeds to talk about his

experiences related to lessons in biology, art, and

astronomy, this is how he remembers such:

In my next class, Biology, we traveled

through a human heart and watched it

pumping from the inside, just like in that old

movie Fantastic Voyage. In Art class we

toured the Louvre while all of our avatars

wore silly berets. In my

Astronomy class we

visited each of Jupiter’s

moons. We stood on

the volcanic surface of

Io while our teacher

explained how the

moon had originally

formed. As our teacher

spoke to us, Jupiter

loomed behind her,

filling half the sky, its

Great Red Spot

churning slowly just

over her left shoulder.

(Cline, 2011, p. 48)

Of course, it is rather unfair to compare and contrast

the simplistic, two-dimensional, text-heavy interface

of CANVAS with Cline’s (2011) vision for an

immersive virtual reality platform. However, such

comparisons may inspire engaged dialogues

between software engineers, educators, policy

makers, and founding agencies to create at least a

more engaging and stimulating experience of online

learning and instruction. What CANVAS and other

LMS offer today is the distribution of digitalized

content. These platforms enable students to learn

through digital tools, to collaborate, and to be

assessed within a networked online platform, but I

believe we can do more. We can use fictional

narratives, like Ready Player One, to advance and

enhance existing technologies.

Oasis: An Invitation to Create

Good fiction empowers readers to bring forth

change in the world in which we live. A good story

has the potential to inspire creators to construct

bridges or pathways from an insufficient present

reality (e.g., my experience in online education)

toward an imagined future where the fiction of

today may become tomorrow’s reality. Even though

we do not yet possess the

affordable technology to allow

students such experiential,

transformative learning, Cline

(2011) describes through the

pages of Ready Player One that

we must urge developers to

experiment with new

paradigms for online

instruction. We should

advocate for sensory and

participatory learning where

instruction, content delivery,

and assessment are built into a

virtual ecology of stimulating

possibilities. The fusion of

gaming and academic learning may offer students a

more relevant and engaging learning experience

where digital simulations, multiplayer gaming, and

virtual worlds with skill-based missions are relevant

features of instruction and learning.

People are investing more and more of their free

time to a screen-bound existence. Both television

and gaming are voluntary activities that people

usually choose freely based on a desire to be

entertained, challenged, or to escape from reality.

These platforms of content delivery also promise

continued excitement, surprises, as well as engaging

“Good fiction empowers

readers to bring forth change

in the world we live in. A good

story has the potential to

inspire creators to construct

bridges or pathways from an

insufficient present reality

toward an imagined future,

where the fiction of today

may become tomorrow’s

reality.”

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14

play with the possibility to connect other users

across the globe.

I am not a computer scientist or a software

developer. However, I am not deterred from

reducing the distance between what I have (or work

with) today and what we collectively could have in

the future. Reading Ready Player One (Cline, 2011)

did not end through the physical, and literal, action

of closing the book. Similar to my introductory story

of the Inflatable Harness, I feel compelled to create

out of my reading experiences. Undeniably, I do not

possess the skills or the resources to design a new

LMS or to alter existing features of Canvas to bring

forth a more engaging online learning experience.

However, these limitations should not terminate my

ability to craft at least an imagined story through

writing, which is both a form of embodiment and

inquiry (Richardson & St. Pierre, 2005). I believe that

creating and sharing “material texts often

demonstrate what matters through personal,

scholarly, and social articulations” (Pelias, 2011, p.

665).

Personal storytelling through writing often serves as

the beginning of the actualization of a tangible

future product. The more we allow and encourage

the emergence of imaginative or visionary works

through writing, visual art, kinesthetic art, music,

film, etc., the more opportunities there can be for

imagined realities to eventually transmute into

concrete forms or tangible products (Pink, 2006). In

a way, Cline’s (2011) obsession and memories of the

1980s were channeled into a fictional work through

language and writing. Now, Cline’s words and his

imagined world is taking on a new form as Steven

Spielberg and other creative individuals present the

cinematic interpretation of Cline’s work in March

2018. Thus, creative and imaginative interventions

with existing materials may support or encourage

the development of actual products or new

possibilities for experimentation and innovation.

My reading of Ready Player One (Cline, 2011) has also

coincided with a face-to-face graduate course on

children’s literature theory where each week we

read, discussed, and analyzed J. M. Barrie’s (1940)

Peter Pan through the lenses of various literary

theories, e.g., Feminist, Marxist, Narrative,

Postcolonial, etc. Each student had to propose a

project through which we demonstrated how the

reading of a fictional work might influence our

present and future lives. Since I was reading Ready

Player One, I decided to creatively superimpose

Cline’s narrative with my present-day reality. I felt

compelled to craft my own short story of an

imagined future as both Cline’s and Barry’s work

reminded me of the value of dreaming and writing.

A written story that appears on a page is already an

embodied vision. Therefore, a written story is more

valuable than an idea or a dream. A written story is a

small but steady step toward the actualization of an

audacious dream, and this is the least I can offer as a

learner who is seeking change.

My Imagined Future: Ready Learner One

I hand my bucket of heirloom tomatoes to a student

from the culinary arts program. I glance over the

railing of the rooftop garden, and I see a group of

students sitting on colorful blankets. No one seems

to be rushing. To be honest, I never thought that

virtual education would actually strengthen the

university community, transforming the campus

into a vibrant hub of learning or a second home

where I felt honored to belong to.

Indeed, the virtual turn in education has

transformed campuses across the United States. As

courses and lectures moved into the virtual realm,

physical classrooms were transformed into maker

spaces, studios, and conversation hubs where

students and faculty gathered to interact and work

on hands-on projects and performances.

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15

“It’s exactly fourteen pounds. Make sure to add this

to your record,” I hear a voice behind me, but I am

already running toward the staircase. There is a

rumor about a new virtual trip in Professor

Schneider’s Children’s Literature Theory class.

About a week ago in Dr. Flores’ kinesthetic learning

platforms (K-Station) with 360-degree full

immersion, particle screens (FIPS) were installed in

the rotunda of the college of education. This means

that today I will not be confined to a chair wearing a

clunky VR goggle strapped onto my head for the

virtual lecture.

As I descend the staircase from the rooftop garden, I

realize how much I enjoyed coming to campus. I

especially loved USF’s project-oriented workshops.

Professor Papke, for example, just offered a new

course on fermentation and literacy. I am eager to

enroll, as the first assignment according to the

syllabus is to design a beer label based on Maurice

Sendak’s (1991) infamous Where the Wild Things Are.

The assignment also requires the inclusion of a

product name, a pictorial design, and some

enlightening quotes that informed beer drinkers

about the joy of beer and literacy. Not to mention

that one of the course outcomes will be the actual

production and marketing of this beverage.

When I enter the sunlit rotunda of the college of

education, it is hard to miss the newly installed K- Stations. I count 24 gleaming machines, placed side- by-side in a circular pattern. They look like a cross

between an ultra-modern elliptical machine and a

treadmill. I am both excited and hesitant as I step

onto the platform. To my surprise, the main control

panel immediately comes to life with various

options from which to choose. I knew that K- Stations supported various learning habits (LH), so I

move my index finger toward the stationary bike

icon since I was kneeling for hours in the garden. As

soon as I touch the icon, the K-station morphs into a

sleek bike with the flashing message, “Welcome

Learner One.” I can’t wait to give it a try and start

moving. Indeed, I resonated with Dr. Flores’

philosophy that most humans learn best through

movement and that virtual education must include,

train, and challenge our bodies.

As soon as the bike adjusts to my body type I am

surrounded by an egg shape, a fully enclosed particle

screen (FIPS). This particle-generated bubble will

act as the high definition screen onto which the

virtual realty world is projected.

Since I have a few minutes to spare before class

starts, I select a warm-up program from a long list of

exciting options. I decide on a virtual version of the

infamous bike ride from the famed, affectionately- described alien movie E.T., but I notice a recent

update from our beloved librarian, Dr. Griffin. She

added the option to bike through a beautifully

rendered virtual Hogwarts instead of the streets

Hawkins, CA.

My lips automatically morph into a smile as I am

speeding through Hogwarts, trying to avoid running

into students, while E.T. sits in my basket

hysterically laughing and pointing with his beaming

finger to new corridors to explore. I feel energized

and fully awake.

However, my fantastic ride is cut short by the

appearance of Professor Schneider, whose avatar

today, not surprisingly, is the young Lev Vygotsky

dressed in Gryffindor attire. She is asking each of us

to turn a Vygotsky quote or concept into a poetic

spell, which will grant us access to today’s learning

adventure. I quickly come up with a haiku, where

the first words of each line form the acronym for the

Zone of Proximal Development. When I recite my

haiku into the virtual microphone, my K-Station’s

360-degree particle screen goes into a familiar

green-gold screen with the blinking words Ready

Learner One.

It seems that I can continue using the bike option

with E.T., but instead of Hogwarts, I am pedaling

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through Vygotsky’s alma mater, the Moscow State

University. The virtual arrows appearing on the

hallways guide me to a classroom door with the sign

Children’s Literature Theory. To my surprise, the

door leads to a rooftop of a large building. I look

around, and I see all my classmates, but we are no

longer in Moscow. I ride toward the edge of the roof

to get a better look and quickly realize that we must

be in London.

Professor Schneider signals us to follow her. We are

all casually biking on the flat roof, staying together

in a group. Professor Schneider is talking about the

significance of this particular building related to J.

M. Barrie. Photos of Barrie and artifacts from his life

appear as 3D projections on the chimneys as we ride

by. We are supposed to touch or ride through the

objects so that they can be added to our inventory as

class notes. I quickly collect the last item when

Professor Schneider’s bike gains enormous speed.

From a distance, it’s like an unexpected breakaway

in a bike race. We all try to keep up, but she is

directly heading toward the edge of the roof. I try to

press on my hand breaks and change direction, but

all my controls are locked. I close my eyes. I hear

Megan’s scream as we speed toward the ground.

This must be a system error or the result of my late

homework submission, I speculate, but after a few

seconds of a terrifying virtual fall, my bike stabilizes

in midair. I slowly open my eyes and look around.

We are all riding above the city just below the thick,

moisture rich, cumulous clouds. There is no time to

marvel at this sight because Professor Schneider

suddenly changes direction, disappearing in a

nearby cloud. Suddenly, there is a blinking message

warning on my learning interface. I click the

message, which unfolds into an old-fashioned map

of London. I can’t remember the last time I held or

used a map, since my reliance on GPS was

unconditional. I begin to panic, because the

assignment is to locate Kensington Gardens in 3

minutes with the help of this the map. I desperately

search for landmarks. Fortunately, I see my

classmate, Joyce, heading toward a round pond in

the distance. I know Joyce is familiar with practical

things, like how to read a map, so I decide to follow

her lead to locate Kensington Gardens.

Of course, my classmate, Sarah Pennington has

beaten all of us to reach the location first, so she is

the lucky one to receive the virtual edition of the

handwritten manuscript of Peter Pan by J. M. Barrie

(1940).

We gather around the sculpture of Peter Pan, and,

to my surprise, Professor Schneider transforms into

Barrie himself. We all ride with her through

Kensington Park while she is sharing stories about

Barrie’s life and the little-known facts about writing

Peter Pan (1940). After circling the Peter Pan statue

a couple of times, Professor Schneider (J M Barrie)

changes direction and we follow her to a small

theatre in the nearby neighborhood. I switch my K- Station into WNW mode (walk and work), and walk

into the building. To my surprise there is no stage

set, and all the actors on the stage are only wearing

jeans and white T-shirts. Dr. Schneider/Barrie gives

us the task to design the stage set, costumes, as well

as the script for the opening scene of a theatrical

play based on Peter Pan. To make the task more

difficult, she adds that our play will premier in front

of a group of Palestinian elementary school

students, their parents, and their teachers. Professor

Schneider suggests that we should consider

adopting a post-colonialist perspective into our

stage design and play to demonstrate how a

dominant culture may use their power and control

to exploit or suppress the minority or indigenous

population.

I am assigned to work with Stephanie; she always

attends class with her virtual pug, Seuss. We work

tirelessly on our assigned task, and we are shocked

when the end of class notification appears on our

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FLIPS. We stare at the screen in disbelief unable to

process how three hours flew...by so fast.

“We are not done!” Stephanie and I cry out at the

same moment. But fortunately, we can both log back

in from home and continue working. One thing I

know for sure. I can’t wait for the invitation, Ready

Learner One.

Epilogue: Building on Visions

Ready Learner One is more than an imaginary

scenario inspired by Ernest Cline’s (2011) science

fiction novel. It is an invitation to continue

engagements to inspire making, creating, and to

build/compose from fictional narratives. It is also an

attempt to nurture a vision and to keep alive a desire

for an educational system that engages my whole

self in ways that foster change, development, and

may result in the actualization of a best self. I

understand that the gap between the present reality

of virtual or online learning and my fictional story

seems wide. However, I believe that imagination and

the active manifestation of bold visions into new

forms, like science fiction, movies, and games, are

the foundations for change and innovation. Junot

Diaz in a radio interview with Krista Tippet (2017),

shares a similar notion, saying that for him, “science

fiction offered the possibility of different ways of

being and of ways of possibly overcoming the cage

that surrounded us.” Thus, working with CANVAS,

at least for me, no longer presents an alienating,

impenetrable locked cage. My reading of and

engagement with Cline’s story has taught me that I

too have an active role in transforming or

dismantling this metaphorical cage.

What emerged from my engagement with Cline’s

Ready Player One (2011) is essentially the hope for

change and a small, personal contribution of

building on Cline’s vision. My intention is not to

outline an adoptable, ready-to-use blueprint for

online education, nor do I want to diminish the

value of current educational paradigms in virtual

spaces. However, I would like to advocate for

imagining new realities and new paradigms fueled

by an intentional reading engagement that centers

on creating solutions or at least tangible visions to

ignite innovation, change, and improvements. When

reading fiction is combined or integrated with

creative acts, the reader-maker becomes an agent of

change.

If there is a need, a longing, and a hope for a more

engaging virtual education, learners and educators,

software engineers, and policymakers should

consider the values of imagined and fantastic

realities regardless of shortsighted speculations

about the possibility of attainment. Fictional visions,

like Cline’s (2011) OASIS, offer us a space to

question, to re-evaluate, and to re-orient the ways,

practices, and methods through which we occupy

our present realities, thus purposefully engaging

with fictional visions or fantastic ideas that can

greatly contribute to the driving force of human

desire and to our ability of actualizing dreams, even

if they seem impossible today.

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