Participatory Culture, Web 2.0, and Communities of Practice: A Design-Based Research Investigation

LSAI thought I would post one of the papers I have been working on:

Cocciolo, A. (2008). Participatory Culture, Web 2.0, and Communities of Practice: A Design-Based Research Investigation.

ABSTRACT
The purpose of this thesis is to explore the relationship amongst participatory culture (Jenkins, 2006), Web 2.0 technologies, and communities of practice. Specifically, this study will address the following questions: what are the effects of introducing a Web 2.0 technology into a pre-existing learning environment, and how can such technologies aid (or inhibit) the emergence of a participatory culture? To address these questions, a design-based research project was undertaken where a Web 2.0 technology was iteratively designed and developed, rolled-out to a graduate school community of 5,000 members, and its impact studied over a one-year period. The study uses a variety of methods to triangulate the impact of this Web 2.0 technology. In particular, the study employs a longitudinal social network analysis, a latent semantic analysis, a cross-comparison analysis, and an ethnographic analysis. Results indicate the Web 2.0 environment provides a forum for community members to play-out the tension between reaffirming pre-existing socio-cultural norms and a desire to break free from such structures. Specifically, the analysis reveals that the Web 2.0 technology allows for new forms of participation that were not possible with earlier ICTs as well as opportunities for radical interaction networks to form. However, the study also indicates how the initial radicalism the Web 2.0 technology allowed for is tempered over-time to better conform to pre-existing socio-cultural norms. In sum, participatory culture is made possible by the innovations in ICTs; however, sustaining the culture must be the undertaking of the community. Implications are made for organizations that may be interested in deploying Web 2.0 technologies to accomplish a variety of goals.

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EdLab @ AERA

My colleagues and I look like we will be quite busy at this year’s AERA here in NYC (March 24-28). Our presentations include:

Consumption in Second Life

I am currently working on a project for the Consumer Behavior course I am taking at Columbia Business School which looks to understand the factors that influence consumption in Second Life. Unfortunately, I have no data yet (this should be the mantra for all research projects related to Second Life!). However, with some hard work over the next few weekends, I will by the end of the semester.

Second Look

I thought I would share my project for Prof. Kinzer’s course on the Possibilities of Virtual Worlds. The name of the project is Second Look, which is a research platform for Second Life. Between the NED project that Matthew is leading up, and the smarter survey tool that Nabeel is heading up, surveys have been on my mind!

To use Second Look, drop the Second Look plaque onto your space in Second Life, and click on it to begin designing the survey. After you have designed your survey, users can click the plaque and begin taking the survey. The owner of the survey can click on it to view the participant results.

Below is the Powerpoint from my presentation to the class on Second Look: