Study Title: Children online: Learning in a virtual community of practice Study Author: Thomas, A. Publication Details: E-Learning, vol. 2, no. 1, 2005, pp. 27-38. Summary: What did the research aim to do? This study aimed to investigate discursive and social practices of a virtual community (The Gathering of the Elves) comprising 60 young people involved in a range of online activities related to the Tolkien-inspired online world of ‘Middle Earth’. It sought to identify kinds of learning that occur in the community’s virtual spaces and map key characteristics of that learning, and to consider possible implications for classroom-based literacy education. How was the study designed? The research comprised a virtual ethnography designed to access participant understandings and meanings about their practices and learning. The theoretical perspective employs a social theory of learning and draws specifically on Etienne Wenger’s 1998 account of ‘communities of practice’. Four main methods of data collection were employed. Participants were observed engaging in roleplaying and discussions on a role-playing forum created by four of the group’s members. Participant activities (synchronous discussions and role-playing) were also observed and recorded in an online graphical chat world. A third method involved collecting relevant artifacts (like avatars). Finally, extensive online interviews were conducted using email and a tag board on the researcher’s weblog (with particular emphasis on four key informants, two male and two female, aged 13-14 years). Data analysis applied concepts from Wenger’s social theory of learning and from theories of language features to transcripts of interviews and records of observations. This study reports work from a larger and ongoing investigation. Its dataset is based mainly on interviews, although these are informed by data collection from the larger study. Consequently, readers need to refer to other published components of the research to get the full picture. These are conveniently listed on the researcher’s weblog (see below). What were the findings? Rather than reflecting combinations of expert and novice (as in Vygotskian approaches to learning theory), members of this learning community worked things out together to achieve purposes for mutual benefit. Learning (e.g., how to create the forum, how to participate appropriately) was characterised by intense collaboration. Participants extended much respect and support to each other’s writing. Learning what to do and how to do it also reflected a high level of trial-and-error activity, of ‘puzzling it out’. Participants did not think of their community as a learning community or of their participation as a learning process. To them it was simply a game, and becoming better at the game involved hard work. Accordingly, participants made heavy time investments in study, emulation, and practice in the pursuit of fun and in creating characters that would perform well in the shared enterprise of role-playing. Participants’ role-playing language was sophisticated. It displayed high lexical density and complexity, detailed descriptive nominal groups, and a high degree of symbolism and figurative expression. Activity in the community indicated that the ways learned in one community can be adapted and realised in another, with imagination playing an important mediating role. Use of storytelling was important in representing the community to its members and for providing contexts for its future expansion. Participants were keenly aware that to be literate is to have a form of power, and literate behaviour was among the most valued forms of ‘capital’ in the community. What conclusions were drawn from the research? Three main conclusions arise from the study. First, given the desire to negotiate mediated environments of communication, young learners often do not need experts to guide them. They work together to solve problems or teach themselves through self-study, self-initiated research, and trial and error. Second, the skills and understandings young learners achieve in pursuit of active and committed membership of virtual communities may easily exceed many of the expectations of teachers in schools. Finally, opportunities for freedom of expression, attainment and exercise of power, and opportunities to create meaningful relationships with others offer young learners places where they can be themselves. Under such conditions, the motivation to belong becomes the drive for learning. What are the implications of the study? Study findings imply that parents, teachers, policymakers, librarians, administrators and software developers need to respond to characteristics of children’s learning within virtual settings. To this end, it will be important to offer teachers professional development pertaining to cultures of cyberspace and cyberliteracies. Furthermore, as knowledge from students, teachers and children regarding new and changing literacies is developed, used and shared, teachers and policy makers must become curriculum builders and make appropriate changes at the curriculum policy level. Generalisability and relevance for Queensland This study coheres well with influential recent work in the area of learning principles and games design (Gee 2003). It has particular relevance to Queensland in light of its ‘smart state’ policy direction. Together with work like Gee’s, it provides a way of thinking about Education Queensland’s learning ideals outside currently conceived ‘rich tasks’ parameters. Where can interested readers find out more? Thomas, A. 2005, E-Selves: Interrogating the New Media Subject (Weblog), Available at: http://anyaka.blogspot.com Gee, J. 2003, What Video Games Have to Teach Us about Learning and Literacy, Palgrave, New York. Wenger, E. 1998, Communities of Practice: Learning, Meaning, and Identity. Cambridge University Press, London. Keywords: learning, learning communities, identity, new technologies, power, adolescents
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