What do young people learn through their participation in virtual communities? Results and tensions of researching learning practices in virtual spaces
Author(s):
Conference:
ECER 2017
Format:
Paper

Session Information

06 SES 01, Growing Up in a Digital World: Practices and policies

Paper Session

Time:
2017-08-22
13:15-14:45
Room:
K6.15
Chair:
Petra Grell

Contribution

Living in a reality mediated by digital technologies allows us –and at the same time pushes us– to learn beyond formal spaces and moments. More and more, it is asked to all generations to be able to learn, not only life-long but also life-wide (Banks, Au et al, 2007), not only in our workplace but also at home, on the streets and through the internet.

Jenkins (2014) refers to the convergence culture where old and new media collide as a challenge for educational researchers who approach the relationships between young people and digital media. In this era, the participation of young people in virtual communities has proliferated, showing new rules and production dynamics, collaboration networks, labor flexibility and creative strategies. Garcia-Canclini (2014) and García-Canclini & Urteaga (2012) have analyzed these new practices of creation and consumption of young people, examining if this change is exclusive from the youth culture or we can see it in the society in a broader sense.

The research project “Youth Virtual Communities: making visible their learning and their knowledge” funded by the Reina Sofia Center of Adolescence and Youth seeked to explore the question of how and what do young people learn in virtual communities in order to show the potential of virtual communities in the process of learning and identity building of 15 to 29 years old young people. The three main objectives of the project were: (1) to identify and map virtual communities with participation of Spanish young people, (2) to explore and identify the elements that define virtual communities and their use as places of learning and production of knowledge and (3) to analyze how and what do young people actively involved learn.

The term 'virtual community' was used by Rheingold (1993: 5) to refer to “social aggregations that emerge from the Net when enough people carry on those public discussions long enough, with sufficient human feeling, to form webs of personal relationships in cyberspace”. We highlight three characteristics of virtual communities in this definition: interactivity, affectivity and time. As Ito et al, 2008 and boyd, 2008, we identify the need to explore which practices of negotiation, collaboration and culture creation arise from these changes.

The differentiation between virtual communities and social networks services rely on the stability of virtual communities and the common interests or objectives, which can be related with music, politics, literacy, science, arts, etc. Nevertheless, many social network services host virtual communities, because the users create subgroups of people with common interests who use the internet as an anthropological space to share knowledge and to learn (Henri & Pudelko, 2003).

Therefore, our study paid attention to communities of interest (Sacristan, 2013), with the hypothesis that sharing an interest encourages young people to learn and build knowledge, but not in an academic sense. We were able to appreciate that the participants do not follow established teaching goals, the roles of the participants are not static and learning is understood as a social construction (Gros, 2008).

Method

In order to approach this phenomenon that takes place in multiple spaces, we conducted case studies based on virtual (Hine, 2004, 2005) and multisited (Falzon, 2009) ethnography. This methodological approach allowed us to follow connections, interactions, trajectories and tensions between spaces and time and to pay attention to the implications the internet has in the organization of social relationships, communication, authorship, and privacy. Therefore, we understood communities not as isolated places, but as spaces created by connections, realizing that we needed to cross constantly the border –if there is a border- between physical and virtual spaces, which are constantly intertwined (Falzon, 2009). The research process had two main stages: (1) the detection and mapping of 24 virtual communities with a high participation of Spanish youth between 15 and 29 years old, and (2) the execution of ethnographic case studies in 7 virtual communities, complemented with an online questionnaire. Due to the particularities of the 24 virtual communities initially explored, we created a categorization system considering the main topics or interests of the community, the open/close nature of access, the entities who created the community, the financial sources, the ages of the participants, the virtual and face-to-face spaces where they met, the languages spoken, the rules of participation and the modalities of communication. The communities identified for the study were (1) Devianart, (2) The Book of the Writer, (3) Dibujando.net, (4) Cosplay Spain, (5) Kabua, (6) Openmind, and (7) Feminisms. We negotiated with the administrators of the communities and send them ethic documents, in order to conduct face-to-face or virtual interviews and virtual observations of the community. We also informed the community of our participation, asking for volunteers and guaranteeing the confidentiality of the informants.

Expected Outcomes

This paper presents the results of the study, discussing the main tensions associated with researching learning in virtual spaces: - Difficulties of access and understanding due to the limitations and technical requirements of some communities and the complexity of their dynamics and cultures. - Communities are not just for youth and not just to learn, since the majority do not limit the participants’ age and learning is implicit in other practices. - The reach of the communities is difficult to define because the members vary constantly, they use many digital platforms and they do not only talk in the main public virtual spaces, but also in private virtual and face to face environments. - The differences between virtual communities and social network services, despite the fact that sometimes virtual communities use social network services and sometimes what is called virtual community is just a network service. Secondly, we present the main characteristics of young people learning -and teaching- practices in virtual communities: - Virtual communities emerge as alternative spaces to learn. - The members of the communities develop a feeling of belonging. - The promotion of learning is facilitated by the connection, interaction, and exchange within their members. - Teaching practices that take place in virtual communities are associated with self-regulation, reciprocity, and recognition. - As safe spaces of social participation, virtual communities have an internal structure and more or less explicit rules of participation. - The freedom of speech and the feeling of safety favor the generation of transgressor discourses. - Not all young people participate in virtual communities, but we could define participation profiles. - Participating in virtual communities may promote the development of digital competences. - Tutorials are essential in many virtual communities. - Usually interest based virtual communities are not recognized by formal institutions. - Many virtual communities become a space to share doubts, failures, and frustrations.

References

Banks, J., Au, K., Ball, A., Bell, P., Gordon, E., Gutierrez, K., & Zhou, M. (2007). Learning in and out of school in diverse environments. Seattle: University of Washington. boyd, D. (2014). It’s Complicated. The social lives of networked teens. New Haven: Yale University Press Book. Falzon, M. A. (2009). Multi‐sited Ethnography. Theory, praxis and locality in contemporary research. Burlington: Ashgate. García‐Canclini, N. (2014). ¿Jóvenes, techsetters, emprendedores o creativos? Dudas de una investigación. Estudios de Comunicación y Política, 34, 11‐20. García‐Canclini, N., & Urteaga, M. (Coords) (2012). Cultura y desarrollo: Una visión crítica desde los jóvenes. Buenos Aires: Paidós. Gros, B. (2008). Las comunidades virtuales para la formación permanente del profesorado. REIRE. Revista d’Innovació i Recerca en Educació, 1, 1-10. Retrieved from: http://www.raco.cat/index.php/REIRE Henri, F., & Pudelko, B. (2003). Understanding and analyzing activity and learning in virtual communities. Journal of Computer Assisted Learning, 19, 474-487. Hine, C. (ed.) (2005). Virtual Methods. Issues in Social Research on the Internet. Oxford, New York: Berg. Hine, C. (2004). Etnografía virtual. Barcelona: UOC. Ito, M., Baumer, S., Bittanti, M., Boyd, D., Cody, R., Herr‐Stephenson, B., Horst, H.A., Lange, P.G., Mahendran, D., Martínez, K.Z., Pascoe, C. J., Perkel, D., Robinson, L., Sims, C., & Tripp, L. (2010). Hanging Out, Messing Around and Geeking Out: Kids Learning and Living in New Media. Cambridge, MA: The MIT Press. Jenkins, H. (2014). Rethinking ‘rethinking convergence/culture’. Cultural Studies, 28(2), 267-297. Rheingold, H. (1993). The virtual community: Finding connection in a computerized world. Boston, MA: Addison-Wesley Longman Publishing Co., Inc. Sacristán, A. (2013) Ciberespacio, producción común de cultura y redes. En A. Sacristán (Comp.) Sociedad de Conocimiento, Tecnología y Educación (113-177). Madrid, España: Morata

Author Information

Raquel Miño-Puigcercós (presenting / submitting)
University of Barcelona
Department of Didactics and Educational Organisation
Barcelona
Pablo Rivera-Vargas (presenting)
University of Barcelona, Spain
University of Barcelona, Spain

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