This article appears to contain a large number of buzzwords .(July 2011) |
An online community of practice (OCoP), also known as a virtual community of practice (VCoP), is a community of practice (CoP) that is developed and maintained on the Internet. OCoPs include active members who are practitioners, or "experts," in the specific domain of interest. Members participate in a process of collective learning within their domain. [1] Community social structures are created to assist in knowledge creation and sharing, which is negotiated within an appropriate context. Community members learn through both instruction-based learning and group discourse. Finally, multiple dimensions facilitate the long-term management of support and the ability for synchronous interactions. [2]
To some, a VCoP is a misnomer because the original concept of a CoP was based around situated learning in a co-located setting. With increasing globalization and the growth of the Internet, many now claim that virtual CoPs exist. [3] [4] [5] [6] For example, some [7] claim that a wiki (such as Wikipedia) is a virtual CoP, [8] whereas others argue that the essence of a community is place-based – a community of place.
There is also debate on the term VCoP because the form of communication is largely computer-mediated. Few believe that a community of practice may be formed without face-to-face meetings, with many leading CoP researchers stressing the importance of in-person meetings. However, some researchers argue that a VCoP's high use of community technology changes some of its characteristics and introduces new complexities and ambiguities, thus justifying the term VCoP and its area of study. [4]
Other similar terms include: online, [9] computer-mediated, [10] electronic [11] and distributed. [12] [13] [14] As the mode of communication can involve face-to-face, telephone and letter, and the defining feature is its distributed nature. Virtual Learning Communities (VLCs) are distinct from Distributed Communities of Practice (DCoP). [15]
Research suggests that increases in the sharing of tacit knowledge, which occurs within communities of practice, may take place in VCoPs, albeit to a lesser degree. [4]
Communities of practice involve a group of people with shared interests or goals who participate within the community. Online communities of practice can include affinity groups or forums. Community members provide and function as resources for new members by supporting new members in developing and participating in shared activities.
Some researchers argue that virtual communities necessitate a different conceptualization of community, and that technology stewardship is a key element of virtual communities of practice by making virtual communities independent of any one technology. [16]
Research suggests that through extended connections, reflections, and online discourse, OCoPs can support the growth of a collective community identity. [17] OCoPs provide a virtual space for people who might otherwise never meet, in which they can collaborate and participate in shared activities related to the group's interests and goals. [1] Additionally, people who are engaged in emergent and uncommon practices, or who have few local resources may have a lower barrier of entry for becoming members of online communities. By participating in community practices, both experienced and novice practitioners can learn together and as a community, which also shapes the personal identities of the members and the group's collective identity. [17] Virtual Communities of Practice may be especially effective for increasing teacher efficacy and reducing professional isolation in computer science education. [18] [19]
Some questions remain as to what level of participation in an online community constitutes legitimate membership of an OCoP. Two types of participation have been identified to distinguish between levels of activity. Active participation means that members regularly contribute to community discourse. Peripheral participation, also called “lurking,” means that members read without contributing. Some studies have concluded that some degree of peripheral participation is expected in online communities. [20] Though these members may not contribute to the community discourse, they nevertheless learn from observing, which some researchers would characterize as legitimate membership. [17] Some researchers raise concerns that peripheral participation can threaten an OCoP if more members lurk than actively participate. [21]
Web 2.0 applications and social networks have increased the ease by which OCoPs are created and maintained. [22]
The structural characteristics of a community of practice include a shared domain of interest, a notion of community, and members who are also practitioners. [1] While Internet applications may incorporate one of these characteristics, they may not support a full community in practice. [2]
Social networks allow for the creation of clearly defined domains of interest in which the interactions between people can support communities with common and recorded histories. Social network tools allow members of OCoPs to create and share knowledge and develop cultural historical processes. [22]
An online community of practice enables participants to read, submit and receive feedback from the community. Peripheral participants (lurkers) can still develop the knowledge and skills from communal resources that are necessary for novice practitioners. Veteran community members support novices, resulting in an atmosphere of mentorship. As new practitioners develop their understanding and expertise, they can participate in expanding the community's field of knowledge. [22]
The asynchronous nature of many online forums (e.g. blogs, wikis) allows participants to be involved at their convenience. The forums maintain a record of ideas, discourse and resources, creating an archive of expertise for a field of practice that can be accessed at any time from nearly anywhere. [17]
Professionals who work alone or are the only person from their field of practice in a work setting have indicated a reduced sense of isolation after participating in an OCoP. The contributions of the group help identify characteristics of a practitioner, resulting in both a sense of the overall community's identity and the individual's identity within the group. [17]
Establishing a VCoP within an existing organization may disrupt the organization's social, cultural, and political systems through questioning. [3] Change management strategies might mitigate this disruption through different stages of a VCoP's development. [3]
A common hindrance to participation in online communities of practice is the required technology. Members who lack access to computers, PDAs or similar web-accessing technology are precluded from participating in an OCoP. Members with slow or unreliable equipment are unable to participate to their full potential and may find the technical difficulties so discouraging they withdraw completely. Likewise, the technical aptitude required to participate online can be daunting to individuals unfamiliar with the software or platform being used. [17]
The lack of physical identification and body language in text-only forums can make it difficult to foster meaningful connections between members. [23] Without a sense of connectivity with other practitioners, involvement may falter. [24] Moderators of an OCoP forum may strengthen the OCoP through activities, events, and occasions in order to promote involvement. Individuals who return after a period of non-participation may feel overwhelmed or discouraged by the amount of new information and posts. [17]
The varying levels of knowledge, skill and experience within an OCoP can deter less confident members from participating in the community. The diverse nature of a community can also create linguistic and cultural barriers to participation. Discourse and jargon can create confusion and misunderstanding, and clarifying communication errors online can prove difficult. [22]
Online tools are the means for collaboration between individuals who may be located across the globe. [25] They may include online tools specifically developed to address the needs of communities of practice [26] or other types of tools used for OCoPs.
The first social network site (SNS), SixDegrees.com, was created in 1997. [27] Examples of social networking sites include:
Virtual worlds, which are online community-based environments, are being used in both educational and professional settings. In education, these virtual worlds are used to communicate information and allow for face-to-face virtual interaction between students and teachers. They also allow students to use resources provided by the teacher in both the physical and virtual classroom. In professional environments, virtual training provides virtual visits to company locations, as well as flexible training that can be converted from in-person classroom to online virtual content. Virtual worlds provide training simulations for what could otherwise be hazardous situations.
Companies are using virtual worlds to exchange information and ideas. [28] In addition, virtual worlds are used for technical support and business improvements. Case studies document how virtual worlds provide teamwork and training simulations that otherwise be inaccessible. Examples of virtual worlds include:
Online tools are available for sharing information, which can be used to communicate thoughts or ideas, and provide a setting necessary for collaborative knowledge building. [22] Activities associated with these tools can be integrated into the presentation of online classroom and/or training materials.
Examples of tools for information sharing include:
Online tools and platforms can also support deliberation and voting. These may be used by political organizations such as Podemos. Examples of tools and platforms include:
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: CS1 maint: date format (link)An online community, also called an internet community or web community, is a community whose members interact with each other primarily via the Internet. Members of the community usually share common interests. For many, online communities may feel like home, consisting of a "family of invisible friends". Additionally, these "friends" can be connected through gaming communities and gaming companies. Those who wish to be a part of an online community usually have to become a member via a specific site and thereby gain access to specific content or links.
Computer-supported cooperative work (CSCW) is the study of how people utilize technology collaboratively, often towards a shared goal. CSCW addresses how computer systems can support collaborative activity and coordination. More specifically, the field of CSCW seeks to analyze and draw connections between currently understood human psychological and social behaviors and available collaborative tools, or groupware. Often the goal of CSCW is to help promote and utilize technology in a collaborative way, and help create new tools to succeed in that goal. These parallels allow CSCW research to inform future design patterns or assist in the development of entirely new tools.
Situated learning is a theory that explains an individual's acquisition of professional skills and includes research on apprenticeship into how legitimate peripheral participation leads to membership in a community of practice. Situated learning "takes as its focus the relationship between learning and the social situation in which it occurs".
In Internet culture, a lurker is typically a member of an online community who observes, but does not participate by posting. The exact definition depends on context. Lurkers make up a large proportion of all users in online communities. Lurking allows users to learn the conventions of an online community before they participate, improving their socialization when they eventually "de-lurk". However, a lack of social contact while lurking sometimes causes loneliness or apathy among lurkers.
Collaborative learning is a situation in which two or more people learn or attempt to learn something together. Unlike individual learning, people engaged in collaborative learning capitalize on one another's resources and skills. More specifically, collaborative learning is based on the model that knowledge can be created within a population where members actively interact by sharing experiences and take on asymmetric roles. Put differently, collaborative learning refers to methodologies and environments in which learners engage in a common task where each individual depends on and is accountable to each other. These include both face-to-face conversations and computer discussions. Methods for examining collaborative learning processes include conversation analysis and statistical discourse analysis.
Situated cognition is a theory that posits that knowing is inseparable from doing by arguing that all knowledge is situated in activity bound to social, cultural and physical contexts.
Networked learning is a process of developing and maintaining connections with people and information, and communicating in such a way so as to support one another's learning. The central term in this definition is connections. It adopts a relational stance in which learning takes place both in relation to others and in relation to learning resources. In design and practice, networked learning is intended to facilitate evolving sets of connections between learners and their interpersonal communities, knowledge contexts, and digital technologies.
Network of practice is a concept originated by John Seely Brown and Paul Duguid. This concept, related to the work on communities of practice by Jean Lave and Etienne Wenger, refers to the overall set of various types of informal, emergent social networks that facilitate information exchange between individuals with practice-related goals. In other words, networks of practice range from communities of practice, where learning occurs, to electronic networks of practice.
Legitimate peripheral participation (LPP) describes how newcomers become experienced members and eventually old timers of a community of practice or collaborative project. LPP identifies learning as a contextual social phenomenon, achieved through participation in a community practice. According to LPP, newcomers become members of a community initially by participating in simple and low-risk tasks that are nonetheless productive and necessary and further the goals of the community. Through peripheral activities, novices become acquainted with the tasks, vocabulary, and organizing principles of the community's practitioners.
Online ethnography is an online research method that adapts ethnographic methods to the study of the communities and cultures created through computer-mediated social interaction. As modifications of the term ethnography, cyber-ethnography, online ethnography and virtual ethnography designate particular variations regarding the conduct of online fieldwork that adapts ethnographic methodology. There is no canonical approach to cyber-ethnography that prescribes how ethnography is adapted to the online setting. Instead individual researchers are left to specify their own adaptations. Netnography is another form of online ethnography or cyber-ethnography with more specific sets of guidelines and rules, and a common multidisciplinary base of literature and scholars. This article is not about a particular neologism, but the general application of ethnographic methods to online fieldwork as practiced by anthropologists, sociologists, and other scholars.
A learning community is a group of people who share common academic goals and attitudes and meet semi-regularly to collaborate on classwork. Such communities have become the template for a cohort-based, interdisciplinary approach to higher education. This may be based on an advanced kind of educational or 'pedagogical' design.
Computer-supported collaborative learning (CSCL) is a pedagogical approach wherein learning takes place via social interaction using a computer or through the Internet. This kind of learning is characterized by the sharing and construction of knowledge among participants using technology as their primary means of communication or as a common resource. CSCL can be implemented in online and classroom learning environments and can take place synchronously or asynchronously.
An online learning community is a public or private destination on the Internet that addresses its members' learning needs by facilitating peer-to-peer learning. Through social networking and computer-mediated communication, or the use of datagogies while people work as a community to achieve a shared learning objective. The community owner may propose learning objectives or may arise out of discussions between participants that reflect personal interests. In an online learning community, people share knowledge via textual discussion, audio, video, or other Internet-supported media. Blogs blend personal journaling with social networking to create environments with opportunities for reflection.
The community of inquiry (CoI) is a concept first introduced by early pragmatist philosophers C.S.Peirce and John Dewey, concerning the nature of knowledge formation and the process of scientific inquiry. The community of inquiry is broadly defined as any group of individuals involved in a process of empirical or conceptual inquiry into problematic situations. This concept was novel in its emphasis on the social quality and contingency of knowledge formation in the sciences, contrary to the Cartesian model of science, which assumes a fixed, unchanging reality that is objectively knowable by rational observers. The community of inquiry emphasizes that knowledge is necessarily embedded within a social context and, thus, requires intersubjective agreement among those involved in the process of inquiry for legitimacy.
A community of practice (CoP) is a group of people who "share a concern or a passion for something they do and learn how to do it better as they interact regularly". The concept was first proposed by cognitive anthropologist Jean Lave and educational theorist Etienne Wenger in their 1991 book Situated Learning. Wenger significantly expanded on this concept in his 1998 book Communities of Practice".
A knowledge community is a community construct, stemming from the convergence of knowledge management as a field of study and social exchange theory. Formerly known as a discourse community and having evolved from forums and web forums, knowledge communities are now often referred to as a community of practice or virtual community of practice. As with any field of study, there are various points of view on the motivations, organizing principles and subsequent structure of knowledge communities.
Air Force Knowledge Now (AFKN) is a web-based collaborative environment developed by Triune Group for the U.S. Air Force (USAF). From 1999 to 2012, AFKN grew to more than 19,000 Communities of Practice (CoPs) and 400,000 members. In 2004, Air Force CIO John M. Gilligan designated AFKN the Air Force Center of Excellence for Knowledge Management, making it the USAF's only certified and accredited enterprise-wide knowledge management program. By focusing on social, behavioral and cultural aspects of knowledge sharing, AFKN evolved beyond traditional knowledge management systems, which focused on capturing information through technology.
Online tutoring is the process of tutoring in an online, virtual, or networked, environment, in which teachers and learners participate from separate physical locations. Aside from space, participants can also be separated by time.
In a community of practice, duality refers to a tension between two forces which become a driving force for change and creativity. Wenger uses the concept of dualities to examine the forces that create and sustain a community of practice. He describes a duality as "a single conceptual unit that is formed by two inseparable and mutually constitutive elements whose inherent tensions and complementarity give the concept richness and dynamism".
A landscape of practice (LoP) is a social sciences concept introduced by Etienne Wenger-Trayner and Beverly Wenger-Trayner in a 2014 book.