Online Learning Communities in K-12 Settings



Chapter 3.3

Online Learning Communities in K-12 Settings

Seng Chee Tan, Lay Hoon Seah, Jennifer Yeo, David Hung

National Institute of Education

Nanyang Technological University, Singapore

Abstract: This review aims to clarify the concept and boundary of research on online learning communities, identify the major trends of research, and suggest pertinent issues for future research. Four online learning communities, namely, Knowledge Building communities, Quest Atlantis, Virtual Math Team, and Web-based Inquiry Science Environment were reviewed. We compare and contrast the design principles and characteristics of these learning environments along cognitive, social, and technological dimensions. Potential implementation and research issues were discussed, including the contradictions with traditional school cultures and practices, the issues of authenticity versus simulation approach in schools, the cognitive and socio-emotional outcomes of online learning communities, and the possibilities and impact of advances in technologies.

Key words: online learning communities; knowledge building communities; cognitive dimension; social dimension; technological dimension

Introduction

The 21st Century has been characterized as the Knowledge Age and the Digital Age. As we crossed into the new century, a number of reports on K-12 education, such as “enGauge®21st Century Skills: Literacy in the Digital Age” (North Central Regional Educational Laboratory, 2003) and “Results that matter: 21st Century skills and high school reform” (Partnership for 21st Century Skills, 2006), questioned the adequacy of school education in preparing students for new challenges. In the 21st Century, students need to develop new skills and knowledge, inter alia, knowledge innovation capacity and digital literacy, for the survival and growth of individuals and for contribution to the new economies (see Anderson, 2008) Learning communities (Bielaczyc & Collins, 1999) and knowledge building communities (Scardamalia & Bereiter, 2003) have been proposed as educational models that schools should adopt to address such critical needs.

A parallel development in the Digital Age is the advancement of computer network technologies, particularly the Internet, which have dramatically changed the ways people are connected, blurring the line between face-to-face and online communication. Beyond communication, computer networking technologies have profound impact on the notion of community, which was once confined by physical and geographical locations. With increasing access to the Internet, new forms of community, known as online communities, began to emerge. The term, social software, was coined to refer to a wide range of online software including internet discussion boards, messaging, web blogs (e.g., ), social book marking tools (e.g., ), wikis (e.g., en.), and others. These developments capitalize on the collective intelligences and dynamics of the worldwide community. The pervasive use of such platforms among individuals is typically around the sharing of music, pictures, opinions, and the like, rather than in domains of school work or what is typically referred to as formal learning.

The confluence of these developments gives rise to the genesis of online learning communities. As an emerging field of study, there are many questions on online learning communities yet to be answered. This review attempts to examine the literature with the goal to clarify the concept and boundary of research on online learning communities, identify the major trends of research, and to suggest pertinent issues for future research.

This review is guided and organized around the following questions:

1. What are online learning communities?

2. What are the theoretical foundations underpinning learning in online learning communities?

3. What are the major studies on online learning communities? Are there common themes among these studies?

4. What are some guidelines and principles of fostering, facilitating, and supporting online learning communities?

5. What are some pertinent research issues to be explored?

Defining Online Learning Communities

Online learning communities, otherwise known as virtual learning communities (Henri & Pudelko, 2003), or cyberspace classrooms (Palloff & Pratt, 2001), is an emerging field of study that is still being defined by researchers. In this review, we attempt to define online learning communities by explicating each key dimension of online learning communities progressively: psychological and social dimension (community), technological dimension (online community), and educational dimension (communities of learners).

Community

Derived from the Latin word communis, the word community suggests commonness and joint ownership. What is common and shared can be locations, interest, identities or a combination of the above. From a sociological perspective, a community is a cohesive social entity that is commonly defined within a geographical location (Tönnies, 1955). From a psychological perspective, members of a community can be connected in mind (McMillan & Chavis, 1986). This “sense of community” (ibid.) has four key dimensions: (a) membership, (b) influence, (c) integration and fulfillment of needs, and (d) shared emotional connection. Within the community, the members develop a sense of identity and belonging which in turn helps to define the boundaries and criteria for membership to the community. As the members interact with each other, mutual influence develops among members. There is also a dialectical relationship between individuals and the group: individuals contribute to the community and the community has influence on individuals. The cultures and norms within the community provide the fulfillment of needs of individuals, and at the same time reward and reinforce their practices. Through the shared experience and history, members develop a strong sense of emotional connection to the community. A community is thus both systems and processes where diverse human needs can be fulfilled, including survival, socialization and support, and sense of identity.

The earlier forms of communities are bounded by geographical locations. The psychological sense of community, however, could exist beyond the geographical boundary and ride on the advancement of network technology, giving rise to the flourish of online communities.

Online Communities

The advent of network technology results in the development of numerous technologies for Computer-mediated Communication (CMC). Email, newsgroup, list server, web-based bulletin-board, Internet Relay Chat (IRC) and Multi-User Dungeon (MUD) are examples of CMC that could potentially be used to support online communities (Lazar, Tsao, & Preece, 1999). Of particular interest are technologies developed purposefully in the service of learning, known as Computer-Supported Collaborative Learning (CSCL) technologies. One distinct characteristic of CSCL technologies is the pedagogical support embedded in the software, for example, Knowledge Forum (Scardamalia & Bereiter, 2003), Collaborative and Multimedia Interactive Learning Environment (CaMILE) and Scaffolded Multi-User Integrated Learning Environment (SMILE) (Guzdial et al., 1997).

There is a consensus among many researchers that defining online communities with technologies as the key attribute is insufficient and unproductive (Stahl et al., 2006). According to Kirschner, Martens, and Strijbos (2004), design of CSCL environments should take into consideration social, technological and educational dimensions of the environment in the service of learning. The educational dimensions of the environment determine the learning activities and tasks for intentional learning; the social dimensions facilitate relevant social interactions among learners towards learning goals; and the technological dimensions provide a “physical” environment that facilitates and supports learning.

Following the classification schema by Lazar and Preece (1998), online communities can be classified along a) the technology dimension; b) attributes of the communities; c) relation to physical communities and 4) boundedness. The relation to physical communities provides the contextual information about the historical development of the communities, the attributes of the communities help define the goals and purposes of the online communities and the boundedness defines the sociological elements that are critical to the development of a sense of community. More specifically, Preece (2000) proposed that an online community consists of people, a shared purpose, policies, and computer systems that mediate social interaction.

Communities of Learners

Community of learners or CoLs stresses the intentional goals of learning. A learning community is cohesive and has a “culture of learning such that everyone is involved in a collective effort of understanding” (Bielaczyc & Collins, 1999, p. 2). In a learning community, both the individuals and the community as a whole are learning how to learn and knowledge is constructed through involvement in the community’s shared values, beliefs, languages, and ways of doing things. Bielaczyc and Collins (1999) identified four characteristics of a learning community: a) diversity of expertise amongst members; b) shared objective of advancing collective knowledge; c) emphasis on learning how to learn and d) mechanism for sharing what is learnt. One of the tenets for a successful CoL is that members in the community need to be organized around a structural-dependence principle. “The community should be organized such that students are dependent on other students’ contributions in some way. It is important to have a valid reason for students to work together that makes sense to the students, such as common task that requires joint effort” (ibid. p. 288).

Online Learning Communities

Inheriting the characteristics of online communities and community of learners, an online learning community was defined as “ensembles of agents, who share a common language, world, values in terms of pedagogical approach and knowledge to be acquired. They pursue a common learning goal by communicating and cooperating through electronic media in the learning process. The common interest of this type of community is the common interest in learning.” (Seufert, Lechner, & Stanoevska, 2002, p.47). The key attribute of online learning communities that differentiates it from other communities is the sharing of a common goal of learning. They are different from other types of online community that exist for non-educational purposes such as informal information exchange or the building of social relations guided by personal interests. The common goal of learning entails sharing “a set of knowing, a set of practices, and the shared value of the knowledge that these procedures generate” (Riel & Fulton, 2001, p. 519). The participating individuals are valued for the knowledge they possessed and their desire to learn.

For K-12 education, there is an increasing number of studies on the design, development and outcomes of online learning communities in blended learning environments, in particular, those that originate from communities within classrooms or schools (e.g. Manlove, Lazonder, & de Jong, 2006; Salovaara, 2005). Tapping the availability of diverse views and expertise across time and space that are afforded by the web-based technology, an online learning community might also include students from disperse geographical locations such as via teleconferencing or online collaboration on a common project with students from another school or country (e.g. Linn, Clark, & Slotta, 2003) or even individuals or groups from outside the school community such as trainee teachers, educational researchers, scientists or experts who are keen in supporting the learning of the students (e.g. Maples, Groenke & Dunlap, 2005).

Theoretical Foundations of Learning in Online Communities

Since the goal of learning is what differentiates online learning communities from other online communities, it is pertinent to review theories underpinning learning in online communities.

From a social-cultural perspective, Vygotsky viewed learning as a cognitive developmental process that occurs through social interaction. Vygotsky (1962/1986) held that learning is embedded within social events and learning occurs as a learner interacts with people, objects, and events in the environment. In addition, Vygotsky argued that development of higher mental functions is mediated by signs and sign system, particularly speech and language. Through interaction with surroundings and communication with others via language, a person engages in metacognitive self-regulation of behavior and reflection in action. Through such a process, internalization and learning occur. In online learning communities, learning occurs through interaction among individuals who are connected through computer network as they interact via various modes, primarily language.

Also pertinent to socio-cultural learning is the notion of distributed cognition within a collaborative setting (Pea, 1993). In an online learning community, intelligence and expertise are distributed among various members. Each member, entering the community with different background, experience, and expertise, contributes different ideas and perspectives through computer-mediated interactions. This diversity of ideas, expertise and perspectives becomes the collective resources for the community. In addition to distributed intelligence, there is also a distribution of responsibilities for difficult and complex learning tasks, which reduces cognitive overload of individuals and allows members to develop differential expertise (Roth, 1999).

Brown and Duguid (2000) characterized learning in communities as demand driven, a social act, and as identity formation. Building on the notion of situated cognition, Brown, Collins, and Duguid (1989) also argued that learning is interwoven with context and activity. Learning is driven by demand, a real need, and as we engage in activity, social acts or practices, learning takes place. Contextual information is encoded in the process which indexes the personal knowledge that is constructed during the process. The implication is that the design of learning activities should be contextualized and premised on authentic problems. Learning should occur in rich situational and activity-practice context that allows for cognition by individuals in an interactional and dialectical relationship with other individuals, artifacts, ideas, tools, and problems.

Lave and Wenger’s (1991) notion of Community of Practice (CoP) provides further insights into learning as social acts and as identity formation. In a community of practice, people socially construct meanings, create and appropriate social cultural norms. At the periphery of a community, the participants start as legitimate peripheral participants, appropriating implicit and explicit knowledge through participating and observing. This process is epitomized by the process of apprenticeship, where apprentices gradually acquire skills of the trait, norms, and rules held by the core members within the community of practice. Lave and Wenger (ibid) characterized the learning journey as one that moves from legitimate peripheral participation to central participation of the practice. Beyond learning, by participating in the community, one also appropriates from the practice “ways of seeing” (Hung, 1999), meaning that the participants acquire a “lens” for seeing meanings that are identified with the community of practice. Identity formation takes place through the appropriation of the beliefs, values, and skills required in a practice. Lipponen, Hakkarainen and Paavola (2004) further differentiated between the participatory approach and the knowledge creation approach of learning in a community. The participatory approach happens when a novice is enculturated while moving from periphery to the central of a community. The knowledge creation approach, on the other hand, advocates collaborative knowledge building with the constant goal of improving cultural artifacts and knowledge, as epitomized in Knowledge Building communities (Scardamalia & Bereiter, 2003).

Review of Studies on Online Learning Communities in K-12 Settings

In this section, we summarize research studies on online learning communities in K-12 settings. While there are myriad of studies on learning mediated through electronic means, we will only focus on research studies that gear towards the formation of a community for learning. Online learning communities are chosen based on the following criteria: (1) learning in K-12 settings, (2) use of computer network(s) as a mediation tool, and (3) evidence of a design effort towards fostering a sense of community. We will include both learning in formal and informal settings, as well as online and blended environments. Excluded are studies based on ad hoc groups collaborating or learning through computer network with no evidence of effort towards fostering a sense of community. Based on our criteria, we have chosen four online learning communities: Knowledge Building Communities (KBC), Quest Atlantis (QA), Virtual Math Team (VMT), and Web-based Inquiry Science Environment (WISE). Knowledge building community, strictly speaking, is a blended environment that involves both face-to-face and online interactions. We include KBC in this review as it marks an important milestone in the field of online learning communities as one of the pioneers in using Computer-Supported Collaborative Learning (CSCL) technology for learning in a community in K-12 settings. In addition, many design principles that can be used for online learning communities were developed through studies in KBC. Due to space constraint, we regret that we are not able to review other communities, like CoVIS (Chan & van Aalst, 2008; Edelson, Pea, & Gomez, 1995) or River City (Clarke, Dede & Dieterle, 2008).

Knowledge Building Community

Knowledge Building Community (KBC) is pioneered by Scardamalia and Bereiter (2003) who define knowledge building as “the production and continual improvement of ideas of value to a community, through means that increase the likelihood that what the community accomplishes will be greater than the sum of individual contributions and part of broader cultural efforts”(p.1370). Scardamalia and Bereiter (ibid) argued that knowledge building leads to personal learning but the converse may not be true. In this sense, KBC is a super-ordinate concept that subsumes a learning community. Currently, KBC has been implemented in around 19 countries ().

1. Cognitive dimension. Underpinning KBC is an expansive view of learning that emphasizes critical and creative work on ideas. The central idea of knowledge building is to get students to put their ideas in a public space (e.g. online forum); the ideas become objects of inquiry as they are made available to the whole community such that the ideas can be discussed, inter-connected, revised, and superseded. Cognitively, the students learn to engage in knowledge building discourse as they take collective responsibility to improve the ideas in the public space. It aims to empower students with the abilities to engage in metacognition and reflection and to construct knowledge substantiated with warrants and evidence. Researchers in several countries have reported positive effects of KBC (for example, see Scardamalia, & Bereiter, 1996; Hakkarianen, 1998; Tan, Hung, & So, 2005; Tan, Yeo, & Lim, 2005).

2. Social dimension. KBC uses Knowledge Forum () that allows ideas to be displayed in a public forum so that inter-subjectivity of ideas can be achieved when differences in opinions and perspectives are visible. The success of knowledge building communities depends largely on establishing socio-cognitive norms and values that all participants are aware of and work toward. For example, collective cognitive responsibilities for knowledge advances, constructive critique through knowledge building discourse, and continual seeking of idea improvement. In an online forum, the pace and turn-taking order is not controlled by teachers, thus facilitating re-negotiation of institutional power (Tan & Tan, 2006). Students can assume greater power for social order. They also have more time for reflection, consulting authoritative resources, and formulating their responses.

3. Technological support and infrastructure. Specifically designed for KBC is the online collaborative tool called Knowledge Forum. The graphical interface is organized as Views which can be linked to other Views on topics, questions and problems. Participants put forth their ideas as contributions which serve the inquiry purpose and objects upon which the community can reflect, link, relate and question ideas posted. The notes are linked graphically, allowing one to trace the development of and organize ideas. To facilitate knowledge building discourse, customizable scaffolds can be embedded in a note window. These are cognitive supports which scaffold and encourage learners to engage in more in-depth inquiry rather than superficial chatting. Knowledge Forum encourages idea improvement by allowing review and revision of notes, publications of views, and a “rise above” function which encourages users to synthesize or summarize ideas at a higher level.

Quest Atlantis

Quest Atlantis (QA) (),undertaken by Indiana University, is a 3D multi-user virtual environment which incorporates the strategies of online gaming and narration. Target at learners of ages 9-12, the design of QA is based on a triadic foundation of education, entertainment and a set of social commitments. Currently, it has served 4500 users distributed across seven countries through membership by association with elementary schools, children’s museums and after-school clubs.

1. Cognitive dimension. QA is designed based on three key features of engagement, change and understanding (Barab, Thomas, Dodge, Carteaux & Tuzun, 2005). Based on a participatory framework, children investigate relevant personal issues related to community, power, global and water in a fictional game context. They direct their own activities and share their personal experiences as they travel through worlds and villages in Atlantis to solve real world, inquiry-based challenges, called Quests. Through this experiential learning, children’s understanding is derived from and modified through experiences, action and reflection in this physical setting.

2. Social dimension. QA adopts a social agenda of empowering individuals and communities in its design. The design of QA takes into consideration seven principles to foster social commitment: personal agency, diversity affirmation, healthy communities, social responsibility, environmental awareness, creative expression and compassionate wisdom in a child so that the lives of a child will be enhanced and hence developing children into knowledgeable, responsible and empathetic adults (Barab, Thomas, Dodge, Squire & Newell, 2004).

3. Technological support and infrastructure. To support participation in this community, the virtual world is housed on a central Internet server. Building on strategies from online gaming such as free play, role play and adventure, it consists of both structural and motivational functions to encourage learning and social development. Structurally, it consists of a shared mythological context that establishes and supports program activities like the Quests. Its online spaces and its text-chat function provide the affordance for children, mentors and Atlantian Council to interact with each other. With a well-defined advancement system which rewards advancement in knowledge and wisdom, it encourages academic and social learning. With individualized homepage, children can build a portfolio to show their advancement in their works and develop the identity of the persona adopted in the virtual space.

Virtual Math Team (VMT) Project

VMT project () focuses on the use of an online synchronous environment for students to talk about mathematics and solve mathematics problems (Wessner, Shumar, Stahl, Sarmiento, Muhlpfordt, & Weimar., 2006). VMT is an extension to the regular suite of interactive math education services offered in The Math Forum, an online resource for improving mathematics learning, teaching and communication (Virtual Math Team, n.d.).

1. Cognitive dimension. The goal of the VMT project is to create a self-sustaining system and a non-competitive environment that allows individuals become part of a well-working group and make progress together toward increasing their mathematics knowledge and problem solving skills (Wessner et. al., 2006). The environment is made up of a number of math discussion chat rooms that cater to different types of situation and math topics including challenging problems taken from The Math Forum.

2. Social dimension. VMT aims to foster collaborative knowledge building through math discourse among teachers, mathematicians, researchers, students and parents (Virtual Math Team, n.d.). The environment, made up of a virtual lobby and chat rooms, provide the affordances for social interaction among the members. In these spaces, members could socialize in the virtual lobby, propose new topics, create a new room or join an existing room for joint work on a given or self-defined problem. In problem solving, new ideas are proposed and questions are posed. However, mentoring the process remains a challenge with students having to post summaries of their work and to request asynchronous feedback from their mentors.

3. Technological support and infrastructure. VMT provides a number of tools that support learning and communication such as textbox, whiteboard function, chat-log and referencing tool. The textbox is a synchronous chat tool. The whiteboard function provides the shared space for drawing mathematical objects and graphical representation of the problem. A referencing tool allows users to refer to an area of whiteboard so that a specific area of a math object drawn on the whiteboard can be defined in the text box; it also allows one text posting to be connected to a previous one. The conversation in the VMT-chat can be saved and reviewed at a later time. It thus allows any newcomers to follow the historical happenings of the problem solving process.

The Web-Based Inquiry Science Environment (WISE)

WISE () offers a free online environment where grade 5-12 students can log on to participate in inquiry projects jointly developed by classroom teachers, technologists, natural scientists and pedagogical researchers (Linn & Slotta, 2000). A library of at least 25 inquiry projects has been set up and used by as many as 1000 teachers and 100, 000 students (Linn, Clark, & Slotta, 2003).

1. Cognitive dimension. WISE uses the scaffolded knowledge integration approach which builds on the premise that eliciting ideas from students and combining, sorting, organizing, contrasting, integrating, creating and reflecting on the repertoires of ideas help to build understanding (Linn, Clark, & Slotta, 2003). It aims to make thinking visible, make science accessible, help students learn from each other, and promote lifelong learning. Each WISE project also includes pretest, posttest, scoring rubrics, lesson plans and commentary from teachers who have used the project. WISE could also incorporate hands-on activities and field trips. The expected outcome is that students possess the disposition and skills capable of doing scientific inquiry which will enable them to become consumers and contributors to the scientific enterprise.

2. Social dimension. Discussion tools such as online asynchronous discussions allow students to interact and learn from each other. There are two types of discussions: student-initiated discussions and large group question-and-answer sessions (Cuthbert, Clark, & Linn, 2002). Students are allowed to make contributions anonymously which help to reduce stereotypical responses from others and encourage sharing of ideas. Probing software is used to group students who have different explanatory theories and perspectives together in electronic discussion groups, thus encouraging them to argue and work towards achieving a consensus (ibid.). Show and tell allows students to showcase their work and seek feedback from others. Strategies are also incorporated to balance sustaining interactions and achieving the learning goals, such as requiring students to place their comments into categories before posting, grouping students’ comments on the same topic together and listing the number of comments with unanswered questions (ibid.).

3. Technological support and infrastructure. In addition to the tools to support social interaction, other tools include Inquiry Map, a step-wise procedural guide, that serves to scaffold independent students’ inquiry and learning; Hints, questions which allow students to make connections; Evidence Pages, consisting of authoritative scientific information and hyperlinks to provide students with the relevant background knowledge; Principle Builder, which provides a set of pre-defined phrases to help students construct scientific theories; and Advance organizers, which help students to focus on relevant materials on the different Web pages (Linn, Clark & Slotta, 2003). Students’ thinking is made visible through the use of note on which students record their ideas as guided by epistemological, metacognitive or knowledge integration prompts. Visualizations, graphing and exploratory data analysis tool are also available to support student thinking and make their ideas explicit.

Comparison of the Four Online Learning Communities

The unifying features across these online learning communities are the recognition that learning within a community is a social process and advanced technologies are leveraged as mediation tools to support cognitive and social processes in the communities. We summarized three key characteristics that might contribute to the success and sustainability of these communities:

1. In the cognitive dimension, goals and types of pedagogical tasks and activities are grounded on theories or principles of learning. For example, KBC focuses on expansive approach of learning by emphasizing idea improvement; QA adopts a participatory framework which emphasizes inquiry-based learning and experiential learning; VMT focuses on mathematics problem solving through math discourse; In WISE, students are guided to engage in scientific investigative practices.

2. In the social dimension, these communities strive on the strength of collective responsibilities and contributions as a community. For example, KBC explicitly stresses collective knowledge and community responsibility, students as epistemic agency, democratization of knowledge, and symmetric knowledge advancement. QA emphasizes social commitments to foster sense of purpose as individuals, as members of their communities and as knowledge citizens of the world. In WISE, conscious attempts are made to collect students’ experiences and represent them in an accessible and equitable manner, which represent the identities of the community members. In the least scaffolded way, students share ideas and negotiate solutions in VMT.

3. In the technological dimension, the four communities leverage technological advances to achieve goals beyond face-to-face settings. This is in contrast to the common criticism of putting old wine into new bottles where technologies are used as bells and whistles to glamorize traditional modes of instruction. For example, in KBC, the graphical view allows idea development to be visualized; In QA, 3-D technologies are used to create an immersive experience and to support real-time collaboration; In VMT, a variety of rooms allows participants to self-organize into groups characterized by shared interests and goals or be assigned a particular problem; WISE scaffolds the students for practices and daily tasks of scientists through the use of technology.

Notwithstanding these commonalities, the four online learning communities vary in terms of settings and origins, duration of existence, technological environment, norms and practices, forms of communication, cultural and political values and the design of learning environments. These differences give rise to online learning communities with different character and ambience. In contrasting these online learning communities, we characterize them along several continuums (Table 1), for example, generic versus discipline specific learning. This analytical approach aims to provide insights into the variations and different shades of online learning communities, thus demonstrates the richness and potential directions that this field of study might progress.

Table 1

Comparisons of the online learning communities

|Cognitive |

|Generic | |Discipline specific |

|Abstract | |Situated, authentic |

|Participatory | |Expansive |

|Cognition | |Metacognition |

|Social |

|Self-organized | |Intentional community |

|Expert-novice power | |Personal agency |

|Individual gain | |Collective gain |

|Technological |

|No scaffolding | |Embedded scaffolding |

|Turn taking | |Multiple threads |

|Synchronous | |Asynchronous |

|Text | |Multimodal |

Cognitive Dimension

The four online learning communities show some variations in the nature of cognitive tasks and activities. While KBC and QA can be used for different subject domains, WISE is designed for learning of science and VMT is designed specifically for mathematics problem solving. Within the situatedness and abstract continuum, WISE features strongly in approaching authentic practices of scientific investigations. KBC emphasizes student-initiated problems and authentic problems of understanding, making the concrete-abstract and everyday-scientific connections. QA adopts a simulation approach, using scenario and narrative to engage students in problem solving. VMT uses brain teasers and problems similar to classroom mathematical problems, thus is closer to the Abstract end of the continuum. KBC adopts an expansive view of learning by stressing innovativeness and idea improvement. The other communities adopt a participatory view of learning with tasks or activities predominantly designed by a team of experts. Metacognition is emphasized to varying extent, with KBC showing deliberate attempt to engage participants in ‘Rise Above’, that is, metacognition and reflection to advance collaborative knowledge. Metacognitive scaffolding is less apparent in other communities.

Social/Emotional Dimension

All four online learning communities included varying degree of technological support and scaffolding for social interactions among members. On one end, we see KBC declaring knowledge building as the pervasive goal in school curriculum with strong modeling and mentoring from the teachers, and on the other hand, VMT fostering a self-organizing community among members from diverse background. QA declares strongest mandate in fostering social emotional development among the members, for example, social responsibility, empathy, and environmental awareness. VMT represents the other end of the continuum where there are emergent interactions among members and social emotional development is incidental. One contrasting difference among the four communities is the power relationship. In WISE, for example, expert and mentor are explicitly recognized. QA and KBC emphasize the importance of empowering students as epistemic agency. Even though there is a strong presence of adults and experts in KBC, the importance of empowerment and appropriate use of authoritative sources is emphasized. All four communities use online communication tools to support interactions and collaboration among members. KBC advocates collective cognitive responsibility and symmetric knowledge advancement among all participants. This balance between individual and collective gains seems to be present in all communities.

Technological Dimension

Among the four online learning communities, we see greatest variation in terms of technologies. One commonality, however, is the use of technology as mediation tool to support social and cognitive development. The technologies vary in terms of degree of embedded scaffolding. For example, Knowledge Forum has embedded cognitive scaffolds, whereas VMT uses online chat that imposes least amount of structural constraints or scaffolding for the participants. Asynchronous discussion forums in KBC and WISE allow participants to join in multiple thread discussions. Synchronous chat of VMT and online games of QA, however, requires participation at the same time and depends largely on turn-taking interactions. Another variation is the modalities of communication. While text remains the main mode of communication in the four online learning communities, graphing and graphical representations are available in Knowledge Forum and WISE. A related difference is the use of discipline specific tools. For example, visualization and modeling tools are used in WISE to support scientific inquiry specifically.

Pertinent Research and Implementation Issues

In the above sections, we have covered much ground on cognitive, social/emotional, and technological dimensions of established and emerging online learning communities. There remain, however, several pertinent research and implementation issues in this field of work.

1. Contradictions with traditional school cultures and practices

In many schools where preparation for high-stake national examinations is emphasized, the goals and motivations for schooling run in contradiction to the social constructivist and collective advancement ideals of online learning communities. One possibility is to view them as separate initiatives and maximize on their respective potentials in complementary ways. To do this, schools could find ways in which their students can participate in online communities, which could occur in informal settings, by preparing students with the media literacy skills for participating in these communities. Regardless of the tensions that arise, we see a transition where an increased emphasis in social constructivist forms of pedagogy, such as in CSCL, is gradually helping to weaken the strongholds of traditional pedagogies. When teachers and school practices are more learner-centric, learning communities might become more prevalent. Concomitantly, with the prevalent involvement of school students in online communities, schools will be compelled to change their traditional didactic practices because students will soon find schools boring and irrelevant. These push and pull factors will gradually change schooling and the practices of teaching and learning. Some pertinent research issues include: 1) how to facilitate implementation of online learning communities within existing school cultures? 2) to what extent could online learning communities be implemented in formal school settings? 3) what are some concomitant systemic factors, such as high-stake assessment, which could be changed to facilitate implementation of online learning communities?

2. Issues of authenticity of learning

A fundamental challenge in the field of learning communities is that schools are perceived and criticized as insufficiently authentic, that is, with respect to communities of practice. Schools are trying to make learning more authentic by engaging students in practices that are nearer to what actual practitioners do but they are not sufficiently fostering in students the disposition towards disciplinary practices such as in the scientific practices. In order to simulate the authentic construction of meanings in any practice is to be as close to the professional practice as far as possible such as simulating the discipline-specific genre and talk for example in science (O’Neill, 2001). Petraglia (1997) pointed out that these simulations are a priori (preauthentication) designs. They have missed the in-situ epistemological considerations that underpin constructivism and situated cognition. He argues that educational technologists have been preauthenticating learning materials and environments to correspond to the real world rather than fostering learners with the ability to interact with it. Thus, several issues remain: 1) should authentic disciplinary practices be the ultimate goal for schools? 2) if not, what could be the realistic goal in the authentic-simulation continuum?

3. Knowledge acquisition through online learning communities

In general, research in the dimension of knowledge acquisition through online learning communities is scarce. This could be due to the current emphasis towards investigating and understanding the constructive processes involved in learning rather than the learning outcomes (Suthers, 2005). In this field of CSCL, some researchers hold that it is still in need of substantiating its claim for better learning outcomes (Hendriks & Maor, 2004). Even though knowledge acquisition is only one of the many learning outcomes that online learning communities are gearing towards, in a pragmatic sense, it could help to convince policy makers and practitioners about its effectiveness (see also Strijbos, Kirschner, & Martens, 2004). A critical mass of participants in sustainable online learning communities could provide the fertile ground for fruitful research in this field. Some questions to explore include 1) what learning benefits could online learning communities demonstrate? 2) in what ways does students’ cognitive development occur through participating in online learning communities? 3) in what ways could students’ cognitive development be fostered in online learning communities?

4. Social-emotional outcomes

It is a challenge to foster for identity and dispositional enculturation of practices in online learning communities, while in informal online communities, people are expressing their identities and personal views (as in blogging and messaging) in the form of reflections and social interactions. There is a heightened and almost definitive sense of ownership. As discussed earlier, the factors that make or break a community, whether face-to-face or online are issues of trust and identity, clarity of purpose, and boundaries (Rheingold, 1994). QA emphasizes the socio-emotional outcomes but research in this dimension is rather scarce. Emerging technologies like MUVEs also bring new issues like the nature of (virtual) identity in a virtual environment. Some research issues include: (1) in what ways could students’ socio-emotional development be fostered in online learning communities? (2) what are the socio-emotional benefits online learning communities could offer to K-12 students? (3) in what ways is (virtual) identity developed in the online learning communities? (4) how does (virtual) identity affect students’ behavior and learning outcomes?

5. Technological advances

Advances in technologies continue to provide new frontiers and possibilities for online learning communities. Recent projects like Second Life and River City have demonstrated advance features of 3D virtual environment and shown promises of new affordances yet unseen in other online communities. River City is a MUVE that allows multiple participants to access virtual contexts simultaneously, representing themselves through avatars, communicate with other participants, interact with the digital artifacts and take part in experiences that simulate real world problems (Clarke, Dede & Dieterle, 2008). Second Life, created by Linden Lab in 2003, is a 3-D virtual world where members of the public can create their own avatars, build houses, start up businesses and schools, sell real estate, stage or enjoy entertainments and just about anything they could do in the real world. Linden dollar is the currency used within this virtual world but it can be converted to US dollars at several online currency exchanges (), thus behaving like a foreign currency in many aspects (Prisco, 2006). Pertinent research issues include: (1) what are the affordances of advanced technologies that could facilitate learning in online learning communities? (2) what are the learning outcomes that could be achieved through these new environments? (3) in what ways do identities and community development occur in these new environments?

Conclusion

Online learning community, as an emerging field of research, builds on the foundation of online communities and communities of learners. As a nascent field of study, research findings have demonstrated the complexity and challenges of establishing and sustaining online learning communities. We can, however, derive a few key dimensions from these research findings: cognitive, social, and technological dimensions. Since learning is the distinctive goal that distinguishes online learning communities from other online communities, the cognitive dimension of learning within the community remains an important consideration in designing and implementing an online learning community. In addition, as a community, one cannot ignore the issues of trust and identity, clarity of purpose, and boundaries. Thus, the social dimension of the learning environment, in service of cognitive, emotional, and community development, becomes critical. Likewise, as an online community, the technological dimension cannot be neglected. Online learning communities are situated within a larger social, cultural, and political framework. Its existence and sustainability is dependent on systemic environment factors, such as existing school organizations and cultures, or even the larger societal views about schooling and education through alternative means and experience. We need to be cognizant of the dialectical relationship between the online learning communities and the systems and environment in which they are situated.

Through the review of four online learning communities, namely, Knowledge Building communities, Quest Atlantis, Virtual Math Team, and Web-based Inquiry Science Environment, we highlighted some common principles and characteristics of these learning environments. Their differences, on the other hand, illustrate the richness and possibilities that this field of study could advance. We have also discussed several challenges and potential research issues for researchers, including the contradictions with traditional school cultures and practices, the issues of authenticity versus simulation approach in schools, the cognitive and socio-emotional outcomes of online learning communities, and the possibilities and impact of advances in technologies.

As the intended audience for this paper is primarily researchers, implications for practitioners and learners are not elaborated. For example, teachers would need to be sensitive to socio-technological design and not just in content delivery. Designing for sociality and learning interactions will become key skills and dispositions for teachers, and these will be considered part of pedagogy. Students will have to learn to be a lot more innovative, open minded, and information and media savvy compared to previous generations of students.

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